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1.8 KiB

// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/White Balance"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_White ("White Color (RGB)", Color) = (0.5, 0.5, 0.5, 1.0)
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _White;
#define EPSILON 0.000001
half4 frag_simple(v2f_img i) : SV_Target
{
half3 color = tex2D(_MainTex, i.uv).rgb;
half3x3 scale = half3x3(
0.5 / (_White.r + EPSILON), 0, 0,
0, 0.5 / (_White.g + EPSILON), 0,
0, 0, 0.5 / (_White.b + EPSILON)
);
color = mul(scale, color);
return half4(saturate(color), 1.0);
}
half4 frag_complex(v2f_img i) : SV_Target
{
half3 color = tex2D(_MainTex, i.uv).rgb;
half3x3 RGBtoLMS = half3x3(
0.3811,0.5783,0.0402,
0.1967,0.7244,0.0782,
0.0241,0.1288,0.8444
);
half3x3 LMStoRGB = half3x3(
4.4679, -3.5873, 0.1193,
-1.2186, 2.3809, -0.1624,
0.0497, -0.2439, 1.2045
);
half3 white = mul(RGBtoLMS, _White.rgb);
half3x3 scale = half3x3(
0.5 / (white.r + EPSILON), 0, 0,
0, 0.5 / (white.g + EPSILON), 0,
0, 0, 0.5 / (white.b + EPSILON)
);
half3 original = mul(RGBtoLMS, color);
half3 balanced = mul(scale, original);
color.rgb = mul(LMStoRGB, balanced);
return half4(saturate(color), 1.0);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Simple
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_simple
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Complex
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_complex
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}