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84 lines
1.6 KiB
84 lines
1.6 KiB
3 years ago
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/Vibrance"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Amount ("Amount", Float) = 0
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_Channels ("Channels", Vector) = (1.0, 1.0, 1.0, 0.0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "./Colorful.cginc"
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sampler2D _MainTex;
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half _Amount;
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half4 _Channels;
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half4 frag_simple(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half cMax = max(max(color.r, color.g), color.b);
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half amount = (cMax - luminance(color.rgb)) * (-3.0 * _Amount);
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color.rgb = lerp(color.rgb, half3(cMax, cMax, cMax), amount);
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return color;
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}
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half4 frag_advanced(v2f_img i) : SV_Target
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{
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half4 oc = tex2D(_MainTex, i.uv);
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half3 color = oc.rgb;
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half3 coeff = _Channels.rgb * _Amount;
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half lum = luminance(color);
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half sat = max(color.r, max(color.g, color.b)) - min(color.r, min(color.g, color.b));
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color = lerp(half3(lum, lum, lum), color, (1.0 + (coeff * (1.0 - (sign(coeff) * sat)))));
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return half4(color, oc.a);
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}
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ENDCG
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SubShader
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{
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// (0) Simple
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_simple
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (1) Advanced
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_advanced
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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FallBack off
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}
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