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AdjustImg2.shader
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Shader "Unlit/AdjustImg2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Saturation ("Saturation", float) =1
_Contrast ("Contrast", float) =1
_Brightness ("Brightness", float) =1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Saturation;
float _Contrast;
float _Brightness;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed maxColorV = max(max(col.r, col.g), col.b);
fixed3 maxColor = fixed3(maxColorV, maxColorV, maxColorV);
fixed3 finalColor = lerp(maxColor, col.rgb, _Saturation);
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
finalColor = lerp(avgColor, finalColor, _Contrast);
fixed3 darkColor = fixed3(0, 0, 0);
finalColor = lerp(darkColor, finalColor, _Brightness);
return fixed4(finalColor, col.a);
}
ENDCG
}
}
}