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3 years ago
// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Levels"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_InputMin ("Input Black", Vector) = (0, 0, 0, 1)
_InputMax ("Input White", Vector) = (1, 1, 1, 1)
_InputGamma ("Input Gamma", Vector) = (1, 1, 1, 1)
_OutputMin ("Output Black", Vector) = (0, 0, 0, 1)
_OutputMax ("Output White", Vector) = (1, 1, 1, 1)
}
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _InputMin;
half4 _InputMax;
half4 _InputGamma;
half4 _OutputMin;
half4 _OutputMax;
half4 frag(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
color = lerp(_OutputMin, _OutputMax, pow(min(max(color - _InputMin, half4(0.0, 0.0, 0.0, 0.0)) / (_InputMax - _InputMin), half4(1.0, 1.0, 1.0, 1.0)), 1.0 / _InputGamma));
return color;
}
ENDCG
}
}
FallBack off
}