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adjustImg.shader
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Shader "LX/adjustImg"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
ZTest Always
Cull Off
Zwrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half brightness;
half saturation;
half contrast;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uvMain);
col*=brightness;
fixed luminance=0.2125*col.r+0.7154*col.g+0.0721*col.b;
fixed3 finalColor=lerp(luminance,col,saturation);
fixed3 avgColor=fixed3(0.5,0.5,0.5);
finalColor=lerp(avgColor,finalColor,contrast);
return fixed4(finalColor,col.a);
}
ENDCG
}
}
}