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- Shader "Custom/Limiter" {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _PalTex ("Pallete", 2D) = "white" {}
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- 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;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- sampler2D _PalTex;
- fixed4 frag (v2f i) : SV_Target
- {
- float4 baseCol = tex2D(_MainTex, i.uv);
- float4 palCol = tex2D(_PalTex, 0);
- float palDiff = 1000;
- for (int p = 4; p < 8; p++) {
- float baseColDiff = abs(tex2D(_PalTex, p).r - baseCol.r) + abs(tex2D(_PalTex, p).g - baseCol.g) + abs(tex2D(_PalTex, p).b - baseCol.b);
- palDiff = min(palDiff, baseColDiff);
- palCol = (abs(palDiff - baseColDiff) < 0.001) ? tex2D(_PalTex, p) : palCol;
- }
- return palCol;
- }
- ENDCG
- }
- }
- }
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