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@nothke
Created July 28, 2016 23:08
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using UnityEngine;
[ExecuteInEditMode]
public class Darken : MonoBehaviour
{
Material mat;
void Start()
{
//GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth;
CreateMat();
}
void CreateMat()
{
mat = new Material(Shader.Find("Hidden/Darken"));
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!mat) CreateMat();
Graphics.Blit(source, destination, mat);
}
}
Shader "Hidden/Darken"
{
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 = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col = col - 0.1f;
return col;
}
ENDCG
}
}
}
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