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Shader "Hidden/TFHCRemap"
{
Properties
{
_A ("_Value", 2D) = "white" {}
_B ("_MinOld", 2D) = "white" {}
_C ("_MaxOld", 2D) = "white" {}
_D ("_MinNew", 2D) = "white" {}
_E ("_MaxNew", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
float4 frag(v2f_img i) : SV_Target
{
float4 value = tex2D( _A, i.uv );
float4 minold = tex2D( _B, i.uv );
float4 maxold = tex2D( _C, i.uv );
float4 minnew = tex2D( _D, i.uv );
float4 maxnew = tex2D( _E, i.uv );
float4 denom = maxold - minold;
if(denom.x == 0)
denom.x = 0.000001;
if(denom.y == 0)
denom.y = 0.000001;
if(denom.z == 0)
denom.z = 0.000001;
if(denom.w == 0)
denom.w = 0.000001;
return (minnew + (value - minold) * (maxnew - minnew) / denom);
}
ENDCG
}
}
}