View difference between Paste ID: 4xv2D6F5 and 6LdvzNHx
SHOW: | | - or go back to the newest paste.
1-
1+
2
            Properties {
3
                    _MainTex ("Base (RGB)", 2D) = "white" {}
4
            }
5-
                    _Contrast ("Contrast", Float) = 1.3
5+
6-
                    _Brightness ("Brightness", Float) = 0.1
6+
7
                            CGPROGRAM
8
                           
9
                            #pragma vertex vMain
10
                            #pragma fragment fMain
11
           
12
                            uniform sampler2D _MainTex;
13
                            uniform float _Contrast;
14
                            uniform float _Brightness;
15
                           
16
                            struct INPUT
17
                            {
18
                                    float4 position : POSITION;
19
                                    float2 coord : TEXCOORD0;
20
                            };
21
                           
22
                            struct OUTPUT
23
                            {
24
                                    float4 position : SV_POSITION;
25
                                    float2 coord : TEXCOORD0;
26
                            };
27
           
28
                            OUTPUT vMain( INPUT input )
29
                            {
30
                                    OUTPUT output;
31
                                    output.position = mul( UNITY_MATRIX_MVP, input.position );
32
                                    output.coord = input.coord;
33
                                    return output;
34
                            }
35
                           
36
                            float4 fMain( OUTPUT input ) : COLOR
37
                            {
38
									// tu hardkodujemy jako consty zeby dzialalo z SetReplacementShader()
39
                                    const float contrast = 1.3;
40
									const float brightness = 0.1;
41-
                                    float4 col = tex2D( _MainTex, input.coord );
41+
									
42-
									col.xyz += _Brightness.xxx;
42+
									float4 col = tex2D( _MainTex, input.coord );
43-
                                    col.xyz = ( ( col.xyz - 0.5.xxx ) * _Contrast.xxx ) + 0.5.xxx;
43+
									col.xyz = ( ( col.xyz - 0.5.xxx ) * contrast.xxx ) + 0.5.xxx;
44-
									return col;
44+
									col.xyz += brightness.xxx;
45
                                    return col;
46
                            }
47
                           
48
                            ENDCG
49
                    }
50
            }
51
            FallBack "Diffuse"
52
    }