1 // Reduces input image (_MainTex) by 2x2.
2 // Outputs maximum
value in R, minimum in G.
3 Shader
"Hidden/Contrast Stretch Reduction" {
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
16 #pragma fragment frag
17 #include
"UnityCG.cginc"
18
19 struct
v2f {
20     float4 position : SV_POSITION;
21     float2 uv[
4] : TEXCOORD0;
22 };
23
24 uniform sampler2D _MainTex;
25
26 v2f vert (appdata_img v) {
27     v2f o;
28     o.position = mul (UNITY_MATRIX_MVP, v.vertex);
29     float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
30     
31     
// Compute UVs to sample 2x2 pixel block.
32     o.uv[
0] = uv + float2(0,0);
33     o.uv[
1] = uv + float2(0,1);
34     o.uv[
2] = uv + float2(1,0);
35     o.uv[
3] = uv + float2(1,1);
36     
return o;
37 }
38
39 float4 frag (v2f i) : SV_Target
40 {
41     
// Sample pixel block
42     float4 v00 = tex2D(_MainTex, i.uv[
0]);
43     float2 v01 = tex2D(_MainTex, i.uv[
1]).xy;
44     float2 v10 = tex2D(_MainTex, i.uv[
2]).xy;
45     float2 v11 = tex2D(_MainTex, i.uv[
3]).xy;
46     
47     float4 res;
48     
// output x: maximum of the four values
49     res.x = max( max(v00.x,v01.x), max(v10.x,v11.x) );
50     
// output y: minimum of the four values
51     res.y = min( min(v00.y,v01.y), min(v10.y,v11.y) );
52     
// output zw unchanged from the first pixel
53     res.zw = v00.zw;
54     
55     
return res;
56 }
57 ENDCG
58
59         }
60     }
61 }
62
63 Fallback off
64
65 }


Gõ tìm kiếm nhanh...