Apply.shader 1.1 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859
  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Final pass in the contrast stretch effect: apply
  3. // color stretch to the original image, based on currently
  4. // adapted to minimum/maximum luminances.
  5. Shader "Hidden/Contrast Stretch Apply" {
  6. Properties {
  7. _MainTex ("Base (RGB)", 2D) = "white" {}
  8. _AdaptTex ("Base (RGB)", 2D) = "white" {}
  9. }
  10. Category {
  11. SubShader {
  12. Pass {
  13. ZTest Always Cull Off ZWrite Off
  14. Fog { Mode off }
  15. CGPROGRAM
  16. #pragma vertex vert
  17. #pragma fragment frag
  18. #pragma fragmentoption ARB_precision_hint_fastest
  19. #include "UnityCG.cginc"
  20. struct v2f {
  21. float4 pos : POSITION;
  22. float2 uv[2] : TEXCOORD0;
  23. };
  24. uniform sampler2D _MainTex;
  25. uniform sampler2D _AdaptTex;
  26. v2f vert (appdata_img v)
  27. {
  28. v2f o;
  29. o.pos = UnityObjectToClipPos (v.vertex);
  30. o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
  31. o.uv[1] = float2(0.5,0.5);
  32. return o;
  33. }
  34. float4 frag (v2f i) : COLOR
  35. {
  36. float4 col = tex2D(_MainTex, i.uv[0]);
  37. float4 adapted = tex2D(_AdaptTex, i.uv[1]);
  38. float vmul = 1.0 / adapted.z;
  39. float vadd = -adapted.w;
  40. col.rgb = col.rgb * vmul + vadd;
  41. return col;
  42. }
  43. ENDCG
  44. }
  45. }
  46. }
  47. Fallback off
  48. }