YiHe_AllVersion/YHWeb/Assets/3rdPlugins/Thermal Night Vision Negati.../Shader/Resources/ThermalNightVisionImageEffe...

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Shader "Hidden/ThermalNightVisionImageEffect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile TYPE_LUMINANCE TYPE_COLOR
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float2 uv : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _Threshold;
half4 _TypeColorValue;
half _HotIntensity;
half _ColdIntensity;
half4 _ColdColor;
half4 _MidColor;
half4 _HotColor;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 c = 0;
float2 uv = i.scrPos.xy/i.scrPos.w;
float4 mainC = tex2D(_MainTex, uv);
float luminance = 0;
#if defined(TYPE_LUMINANCE)
luminance = 0.299 * mainC.r + 0.587 * mainC.g + 0.114 * mainC.b;
#endif
#if defined(TYPE_COLOR)
luminance = dot(mainC.rgb, _TypeColorValue.rgb);
#endif
c = (luminance < _Threshold) ? lerp(_ColdColor, _MidColor, luminance * _ColdIntensity ) : lerp(_MidColor, _HotColor, (luminance - 0.5) * _HotIntensity);
c.rgb *= 0.1 + 0.25 + 0.75 * pow( 16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y), 0.15 );
return c;
}
ENDCG
}
}
}