1 // Outputs luminance (grayscale) of the input image _MainTex
2
3 Shader
"Hidden/Contrast Stretch Luminance" {
4     
5 Properties {
6     _MainTex (
"Base (RGB)", 2D) = "white" {}
7 }
8
9 Category {
10     SubShader {
11         Pass {
12             ZTest Always Cull Off ZWrite Off
13                 
14 CGPROGRAM
15 #pragma vertex vert_img
16 #pragma fragment frag
17 #include
"UnityCG.cginc"
18
19 uniform sampler2D _MainTex;
20
21 float4 frag (v2f_img i) : SV_Target
22 {
23     float4 col = tex2D(_MainTex, i.uv);
24     col.rgb = Luminance(col.rgb) * (
1+col.a*2);
25     
return col;
26 }
27 ENDCG
28
29         }
30     }
31 }
32
33 Fallback off
34
35 }


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