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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/ContrastComposite" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- _MainTexBlurred ("Base Blurred (RGB)", 2D) = "" {}
- }
-
- // Shader code pasted into all further CGPROGRAM blocks
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- sampler2D _MainTexBlurred;
-
- float intensity;
- float threshhold;
-
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
- return o;
- }
-
- half4 frag(v2f i) : COLOR
- {
- half4 color = tex2D (_MainTex, i.uv);
- half4 blurred = tex2D (_MainTexBlurred, (i.uv));
-
- half4 difff = color - blurred;
- half4 signs = sign (difff);
-
- difff = saturate ( (color-blurred) - threshhold) * signs * 1.0/(1.0-threshhold);
- color += difff * intensity;
-
- return color;
- }
- ENDCG
-
- Subshader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- Fog { Mode off }
- CGPROGRAM
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- Fallback off
-
- } // shader
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