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70 lines
1.4 KiB
70 lines
1.4 KiB
Shader "Hidden/ContrastComposite" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "" {} |
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_MainTexBlurred ("Base Blurred (RGB)", 2D) = "" {} |
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} |
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// Shader code pasted into all further CGPROGRAM blocks |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv[2] : TEXCOORD0; |
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}; |
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sampler2D _MainTex; |
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sampler2D _MainTexBlurred; |
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float4 _MainTex_TexelSize; |
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half4 _MainTex_ST; |
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half4 _MainTexBlurred_ST; |
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float intensity; |
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float threshold; |
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v2f vert( appdata_img v ) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTexBlurred_ST); |
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o.uv[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); |
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#if UNITY_UV_STARTS_AT_TOP |
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if (_MainTex_TexelSize.y < 0) |
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o.uv[0].y = 1-o.uv[0].y; |
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#endif |
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return o; |
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} |
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half4 frag(v2f i) : SV_Target |
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{ |
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half4 color = tex2D (_MainTex, i.uv[1]); |
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half4 blurred = tex2D (_MainTexBlurred, (i.uv[0])); |
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half4 difference = color - blurred; |
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half4 signs = sign (difference); |
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half4 enhancement = saturate (abs(difference) - threshold) * signs * 1.0/(1.0-threshold); |
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color += enhancement * intensity; |
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return color; |
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} |
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ENDCG |
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Subshader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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