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- Shader "Hidden/GradientMap"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _GradientMap("Gradient Map", 2D) = "white" {}
- _Intensity("Intensity", Range(0,10)) = 1
- }
- 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, _GradientMap;
- float _Intensity;
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- // take the 3 color channels and average them out to create a grayscale version
- float grayscale = (col.r + col.g + col.b) / 3;
- // control the intensity
- grayscale *= _Intensity;
- // project the gradient map over the grayscale
- fixed4 gradient = tex2D(_GradientMap, grayscale);
- // get the transparency
- gradient *= gradient.a;
- // add original camera view back where the gradient is transparent
- gradient += (1 - gradient.a) * col;
- return gradient;
- }
- ENDCG
- }
- }
- }
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