Синтаксис:
Используется glsl
Shader "ImageProc/ColorCorrect+" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_ColorCorrect("Color Correct", Float) = (1,1,1,1)
_ColorAdd("Color Add", Float) = (0,0,0,0)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _ColorCorrect;
float4 _ColorAdd;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
c = c * _ColorCorrect * 2.0 + _ColorAdd;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_ColorCorrect("Color Correct", Float) = (1,1,1,1)
_ColorAdd("Color Add", Float) = (0,0,0,0)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _ColorCorrect;
float4 _ColorAdd;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
c = c * _ColorCorrect * 2.0 + _ColorAdd;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}