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@partybusiness
Last active March 27, 2021 01:23
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Post-processing correction when outputting a transparent rendertexture. For some reason, I was getting a squared alpha so if I just dropped the result back in the scene, it was too transparent.
Shader "Post/AlphaCorrect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Blend One Zero
ZWrite Off
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed alpha = sqrt(col.a);
return fixed4(col.rgb/ alpha, alpha);//this assumes camera background was (0,0,0,0)
}
ENDCG
}
}
}
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