1 Shader "Hidden/Grayscale Effect" {
2 Properties {
3     _MainTex (
"Base (RGB)", 2D) = "white" {}
4     _RampTex (
"Base (RGB)", 2D) = "grayscaleRamp" {}
5 }
6
7 SubShader {
8     Pass {
9         ZTest Always Cull Off ZWrite Off
10                 
11 CGPROGRAM
12 #pragma vertex vert_img
13 #pragma fragment frag
14 #include
"UnityCG.cginc"
15
16 uniform sampler2D _MainTex;
17 uniform sampler2D _RampTex;
18 uniform half _RampOffset;
19
20 fixed4 frag (v2f_img i) : SV_Target
21 {
22     fixed4 original = tex2D(_MainTex, i.uv);
23     
fixed grayscale = Luminance(original.rgb);
24     half2 remap = half2 (grayscale + _RampOffset, .
5);
25     fixed4 output = tex2D(_RampTex, remap);
26     output.a = original.a;
27     
return output;
28 }
29 ENDCG
30
31     }
32 }
33
34 Fallback off
35
36 }


Gõ tìm kiếm nhanh...