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