MeltedBananasOJam2016/Assets/Scripts/PostEffectShader.shader
2016-06-25 15:58:18 -04:00

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Shader "Custom/PostEffectShader"
{
Properties
{
_Blindness("Blindness", Float) = 0.6
_MainTex("Texture", 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 = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Blindness;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//half4 transparent = tex2D(_MainText, UNITY_PROJ_COORD(i));
col.r = col.r+_Blindness;
col.g = col.g+_Blindness;
col.b = col.b+_Blindness;
//col.a = (c.r + c.b + c.g) / 3;
// just invert the colors
//col = 1 - col;
return col;
}
ENDCG
}
}
}