Shader "Hidden/ColorCorrectionSelective" {
|
Properties {
|
_MainTex ("Base (RGB)", 2D) = "" {}
|
}
|
|
CGINCLUDE
|
|
#include "UnityCG.cginc"
|
|
struct v2f {
|
float4 pos : SV_POSITION;
|
float2 uv : TEXCOORD0;
|
};
|
|
sampler2D _MainTex;
|
half4 _MainTex_ST;
|
|
float4 selColor;
|
float4 targetColor;
|
|
v2f vert( appdata_img v ) {
|
v2f o;
|
o.pos = UnityObjectToClipPos(v.vertex);
|
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
|
return o;
|
}
|
|
fixed4 frag(v2f i) : SV_Target {
|
fixed4 color = tex2D (_MainTex, i.uv);
|
|
fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb));
|
color = lerp (targetColor, color, diff);
|
return color;
|
}
|
|
ENDCG
|
|
Subshader {
|
Pass {
|
ZTest Always Cull Off ZWrite Off
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
#pragma fragment frag
|
|
ENDCG
|
}
|
}
|
|
Fallback off
|
|
}
|