modified maps
modified maps
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Shader "Hidden/Sepiatone Effect" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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fixed4 frag (v2f_img i) : SV_Target
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{
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fixed4 original = tex2D(_MainTex, i.uv);
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// get intensity value (Y part of YIQ color space)
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fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb);
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// Convert to Sepia Tone by adding constant
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fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0);
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fixed4 output = sepiaConvert + Y;
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output.a = original.a;
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return output;
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}
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ENDCG
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}
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}
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Fallback off
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}
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