Created
March 2, 2020 17:57
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Colorea Shader Sin Perder Blanco
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Shader "Sprites/KeepSat" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
_Exponente ("Exponente", Float) = 2.4 | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
[MaterialToggle] Premultiply("Premultiply Alfa y Color", Int) = 1 | |
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) | |
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) | |
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} | |
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
LOD 100 | |
Blend One OneMinusSrcAlpha | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
//Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex SpriteVert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#pragma multi_compile_instancing | |
#pragma multi_compile _ PIXELSNAP_ON | |
#pragma multi_compile _ PREMULTIPLY_ON | |
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA | |
// make fog work | |
#pragma multi_compile_fog | |
//#include "UnityCG.cginc" | |
#include "UnitySprites.cginc" | |
/*struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float4 color : COLOR; | |
};*/ | |
/*struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float4 color : COLOR; | |
};*/ | |
/*v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
o.color = v.color; | |
return o; | |
}*/ | |
fixed _Exponente; | |
fixed4 frag (v2f IN) : SV_Target | |
{ | |
// sample the texture | |
//fixed4 colTextura = tex2D(_MainTex, IN.texcoord); | |
fixed4 colTextura = SampleSpriteTexture(IN.texcoord); | |
fixed lum = Luminance(colTextura.rgb); | |
colTextura.rgb *= lerp(IN.color.rgb,1.0, pow(lum,_Exponente) ); | |
colTextura.a *= IN.color.a; | |
colTextura.rgb *= colTextura.a; | |
return colTextura; | |
} | |
ENDCG | |
} | |
} | |
} |
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