aswi2021tri-musketyri-gitlab/Client/WebGLResponsiveTest/Assets/Scripts/Grayscale.shader @ master
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Shader "Unlit/Grayscale" |
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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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_Min("Min", Range(0.0, 1.0)) = 0.0 |
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_Max("Max", Range(0.0, 1.0)) = 0.25 |
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_Color("Color", Color) = (0,0,0,0) |
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" } |
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LOD 100 |
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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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// make fog work
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#pragma multi_compile_fog
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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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float2 uv : TEXCOORD0; |
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UNITY_FOG_COORDS(1) |
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float4 vertex : SV_POSITION; |
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};
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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float _Min; |
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float _Max; |
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float4 _Color; |
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v2f vert (appdata v) |
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{
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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UNITY_TRANSFER_FOG(o,o.vertex); |
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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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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv); |
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float bw = (0.3f * col.r) + (0.59f * col.g) + (0.11f * col.b); |
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bw *= col.a; |
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float res = _Min + (_Max - _Min) * bw; |
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return 1 - fixed4(res, res, res, 1); |
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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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