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