Shader "Hidden/TriLib/InvertChannelData" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; int _ChannelIndex; fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); switch (_ChannelIndex) { case 0: return 1.0-col.x; break; case 1: return 1.0 - col.y; break; case 2: return 1.0 - col.z; break; } return 1.0 - col.w; } ENDCG } } }