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57 lines
1.1 KiB
57 lines
1.1 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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// Final pass in the contrast stretch effect: apply |
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// color stretch to the original image, based on currently |
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// adapted to minimum/maximum luminances. |
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Shader "Hidden/Contrast Stretch Apply" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_AdaptTex ("Base (RGB)", 2D) = "white" {} |
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} |
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Category { |
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SubShader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv[2] : TEXCOORD0; |
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}; |
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uniform sampler2D _MainTex; |
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uniform sampler2D _AdaptTex; |
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v2f vert (appdata_img v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); |
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o.uv[1] = float2(0.5,0.5); |
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return o; |
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} |
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float4 frag (v2f i) : SV_Target |
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{ |
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float4 col = tex2D(_MainTex, i.uv[0]); |
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float4 adapted = tex2D(_AdaptTex, i.uv[1]); |
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float vmul = 1.0 / adapted.z; |
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float vadd = -adapted.w; |
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col.rgb = col.rgb * vmul + vadd; |
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return col; |
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} |
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ENDCG |
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} |
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} |
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} |
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Fallback off |
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}
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