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("Light", Range(0.0, 1.0)) = 1.0 _KeepColors("Show Mask Color", Range(0.0, 1.0)) = 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 lightCol = tex2D(_MainTex, i.uv); fixed4 mask = tex2D(_MaskTex, i.uv); float4 darkCol = mask * lerp(_MaskColor, lightCol, _KeepColors) + ((1 - mask) * _BackgroundColor); return lerp(darkCol, lightCol, _Apply); } ENDCG } } }