Shader "Unlit/ScreenEffect"
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{
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {} //需要处理的渲染纹理
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_Brightness ("Brightness", Float) = 1 //亮度
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_Saturation("Saturation", Float) = 1 //饱和度
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_Contrast("Contrast", Float) = 1 //对比度
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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
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half _Brightness;
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half _Saturation;
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half _Contrast;
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struct v2f {
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float4 pos : SV_POSITION;
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half2 uv: TEXCOORD0;
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};
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v2f vert(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 renderTex = tex2D(_MainTex, i.uv);
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// 计算亮度改变后的颜色
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fixed3 finalColor = renderTex.rgb * _Brightness;
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// 计算饱和度改变后的颜色
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fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
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fixed3 luminanceColor = fixed3(luminance, luminance, luminance);
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finalColor = lerp(luminanceColor, finalColor, _Saturation);
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// 计算对比度改变后的颜色
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fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
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finalColor = lerp(avgColor, finalColor, _Contrast);
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return fixed4(finalColor, renderTex.a);
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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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