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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Reduces input image (_MainTex) by 2x2.
- // Outputs maximum value in R, minimum in G.
- Shader "Hidden/Contrast Stretch Reduction" {
- Properties {
- _MainTex ("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 position : POSITION;
- float2 uv[4] : TEXCOORD0;
- };
- uniform sampler2D _MainTex;
- v2f vert (appdata_img v) {
- v2f o;
- o.position = UnityObjectToClipPos (v.vertex);
- float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
-
- // Compute UVs to sample 2x2 pixel block.
- o.uv[0] = uv + float2(0,0);
- o.uv[1] = uv + float2(0,1);
- o.uv[2] = uv + float2(1,0);
- o.uv[3] = uv + float2(1,1);
- return o;
- }
- float4 frag (v2f i) : COLOR
- {
- // Sample pixel block
- float4 v00 = tex2D(_MainTex, i.uv[0]);
- float2 v01 = tex2D(_MainTex, i.uv[1]).xy;
- float2 v10 = tex2D(_MainTex, i.uv[2]).xy;
- float2 v11 = tex2D(_MainTex, i.uv[3]).xy;
-
- float4 res;
- // output x: maximum of the four values
- res.x = max( max(v00.x,v01.x), max(v10.x,v11.x) );
- // output y: minimum of the four values
- res.y = min( min(v00.y,v01.y), min(v10.y,v11.y) );
- // output zw unchanged from the first pixel
- res.zw = v00.zw;
-
- return res;
- }
- ENDCG
- }
- }
- }
- Fallback off
- }
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