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- Shader "ImageEffect/DarknessEffect"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _MaskTex ("Texture", 2D) = "white" {}
- _BackgroundColor("BackGround Color", Color) = (.25, .5, .5, 1)
- _MaskColor("Mask Color", Color) = (1, 1, 1, 1)
- _Apply("Darkness Effect Multiplier", Range(0.0, 1.0)) = 0.5
- _KeepColors("Show Mask Color", Int) = 1
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
-
- sampler2D _MainTex;
- sampler2D _MaskTex;
- float4 _BackgroundColor;
- float4 _MaskColor;
- float _Apply;
- float _KeepColors;
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- fixed4 mask = tex2D(_MaskTex, i.uv);
-
- // just invert the colors
- col.rgb = lerp(_MaskColor, col, clamp(_KeepColors,0,1));
- col.rgb = lerp(_BackgroundColor, col, clamp(mask.r + _Apply, 0, 1));
- return col;
- }
- ENDCG
- }
- }
- }
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