// Colorful FX - Unity Asset // Copyright (c) 2015 - Thomas Hourdel // http://www.thomashourdel.com Shader "Hidden/Colorful/Threshold" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Threshold ("Threshold", Range(0.0, 1.0)) = 0.5 _Range ("Noise Range", Range(0.0, 0.5)) = 0.2 } CGINCLUDE #include "UnityCG.cginc" #include "./Colorful.cginc" sampler2D _MainTex; half _Threshold; half _Range; half4 frag(v2f_img i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); half s = step(luminance(color.rgb), _Threshold); color = lerp(half4(1.0, 1.0, 1.0, 1.0), half4(0.0, 0.0, 0.0, 0.0), s); return color; } half4 frag_noise(v2f_img i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); half r = frac(sin(dot(i.uv, half2(12.9898, 78.233))) * 43758.5453) * _Range - _Range / 2.0; half s = step(luminance(color.rgb), _Threshold + r); color = lerp(half4(1.0, 1.0, 1.0, 1.0), half4(0.0, 0.0, 0.0, 0.0), s); return color; } ENDCG 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 ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag_noise #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack off }