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