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- Shader "Hidden/Grayscale Effect" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- Fog { Mode off }
-
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- uniform sampler2D _MainTex;
- uniform sampler2D _RampTex;
- uniform half _RampOffset;
- fixed4 frag (v2f_img i) : COLOR
- {
- fixed4 original = tex2D(_MainTex, i.uv);
- fixed grayscale = Luminance(original.rgb);
- half2 remap = half2 (grayscale + _RampOffset, .5);
- fixed4 output = tex2D(_RampTex, remap);
- output.a = original.a;
- return output;
- }
- ENDCG
- }
- }
- Fallback off
- }
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