1 Shader "Hidden/BrightPassFilter2"
2 {
3     Properties
4     {
5         _MainTex (
"Base (RGB)", 2D) = "" {}
6     }
7     
8     CGINCLUDE
9     
10     #include
"UnityCG.cginc"
11     
12     
struct v2f
13     {
14         float4 pos : SV_POSITION;
15         float2 uv : TEXCOORD0;
16     };
17     
18     sampler2D _MainTex;
19     
20     half4 _Threshhold;
21         
22     v2f vert( appdata_img v )
23     {
24         v2f o;
25         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
26         o.uv = v.texcoord.xy;
27         
return o;
28     }
29     
30     half4 fragScalarThresh(v2f i) : SV_Target
31     {
32         half4 color = tex2D(_MainTex, i.uv);
33         color.rgb = color.rgb;
34         color.rgb = max(half3(
0,0,0), color.rgb-_Threshhold.xxx);
35         
return color;
36     }
37
38     half4 fragColorThresh(v2f i) : SV_Target
39     {
40         half4 color = tex2D(_MainTex, i.uv);
41         color.rgb = max(half3(
0,0,0), color.rgb-_Threshhold.rgb);
42         
return color;
43     }
44
45     ENDCG
46     
47     Subshader
48     {
49         Pass
50         {
51             ZTest Always Cull Off ZWrite Off
52
53             CGPROGRAM
54
55             #pragma vertex vert
56             #pragma fragment fragScalarThresh
57
58             ENDCG
59         }
60
61         Pass
62         {
63             ZTest Always Cull Off ZWrite Off
64
65             CGPROGRAM
66
67             #pragma vertex vert
68             #pragma fragment fragColorThresh
69
70             ENDCG
71         }
72     }
73     Fallback off
74 }


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