modified maps
modified maps
This commit is contained in:
@ -0,0 +1,57 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Final pass in the contrast stretch effect: apply
|
||||
// color stretch to the original image, based on currently
|
||||
// adapted to minimum/maximum luminances.
|
||||
|
||||
Shader "Hidden/Contrast Stretch Apply" {
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
_AdaptTex ("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
SubShader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv[2] : TEXCOORD0;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform sampler2D _AdaptTex;
|
||||
|
||||
v2f vert (appdata_img v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
|
||||
o.uv[1] = float2(0.5,0.5);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv[0]);
|
||||
float4 adapted = tex2D(_AdaptTex, i.uv[1]);
|
||||
float vmul = 1.0 / adapted.z;
|
||||
float vadd = -adapted.w;
|
||||
col.rgb = col.rgb * vmul + vadd;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Fallback off
|
||||
|
||||
}
|
Reference in New Issue
Block a user