Skip to content

Instantly share code, notes, and snippets.

@tarukosu
Last active May 28, 2017 09:26
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save tarukosu/1e576c1bbeebcbc0ab9c699c71ae4fce to your computer and use it in GitHub Desktop.
Save tarukosu/1e576c1bbeebcbc0ab9c699c71ae4fce to your computer and use it in GitHub Desktop.
ImageProcessingShader.shader
Shader "Hidden/ImageProcessingShader"
{
Properties
{
_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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col = 1 - col;
return col;
}
ENDCG
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment