Синтаксис:
Используется glsl
Shader "ImageProc/Contrast" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Contrast("Contrast", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float _Contrast;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 Color = tex2D (_MainTex, IN.uv_MainTex);
Color = Color - _Contrast * (Color - 1.0f) * Color *(Color - 0.5f);
o.Albedo = Color.rgb;
o.Alpha = Color.a;
}
ENDCG
}
FallBack "Diffuse"
}
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Contrast("Contrast", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float _Contrast;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 Color = tex2D (_MainTex, IN.uv_MainTex);
Color = Color - _Contrast * (Color - 1.0f) * Color *(Color - 0.5f);
o.Albedo = Color.rgb;
o.Alpha = Color.a;
}
ENDCG
}
FallBack "Diffuse"
}