Global Game Jam 2022
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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
}
}
}