mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 12:44:26 -07:00
84 lines
2.0 KiB
Plaintext
84 lines
2.0 KiB
Plaintext
|
|
Shader "Image/BlackWhiteEffect"
|
||
|
|
{
|
||
|
|
Properties
|
||
|
|
{
|
||
|
|
_MainTex ("Texture", 2D) = "white" {}
|
||
|
|
_MinBrightness("Min Brightness", Float) = 0
|
||
|
|
_MaxBrightness("Max Brightness", Float) = 1
|
||
|
|
_ColorBands("Color Bands", Float) = 1000
|
||
|
|
_DarkColor("Dark Color", Color) = (0, 0, 0, 1)
|
||
|
|
_BrightColor("Bright Color", Color) = (1, 1, 1, 1)
|
||
|
|
_LightToNormalFactor("Light To Normal Factor", Range(0, 1)) = 1
|
||
|
|
}
|
||
|
|
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;
|
||
|
|
};
|
||
|
|
|
||
|
|
float remap(float value, float from1, float to1, float from2, float to2) {
|
||
|
|
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
v2f vert (appdata v)
|
||
|
|
{
|
||
|
|
v2f o;
|
||
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
|
o.uv = v.uv;
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
|
||
|
|
sampler2D _MainTex, _CameraDepthNormalsTexture;
|
||
|
|
float _MinBrightness, _MaxBrightness, _ColorBands, _LightToNormalFactor;
|
||
|
|
fixed4 _DarkColor, _BrightColor;
|
||
|
|
|
||
|
|
fixed4 frag (v2f i) : SV_Target
|
||
|
|
{
|
||
|
|
float4 depthnormal = tex2D(_CameraDepthNormalsTexture, i.uv);
|
||
|
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||
|
|
|
||
|
|
//decode depthnormal
|
||
|
|
float3 normal;
|
||
|
|
float depth;
|
||
|
|
DecodeDepthNormal(depthnormal, depth, normal);
|
||
|
|
|
||
|
|
//Get the luminance and process it
|
||
|
|
fixed normalLuminance = Luminance(fixed3(normal.b, normal.b, normal.b));
|
||
|
|
fixed lightLuminance = Luminance(fixed3(col.r, col.g, col.b));
|
||
|
|
|
||
|
|
fixed luminance = lerp(normalLuminance, lightLuminance, _LightToNormalFactor);
|
||
|
|
|
||
|
|
luminance = remap(luminance, 0, 1, _MinBrightness, _MaxBrightness);
|
||
|
|
luminance = floor(luminance * _ColorBands) / _ColorBands;
|
||
|
|
|
||
|
|
float depthFactor = 1 - step(1, depth);
|
||
|
|
fixed4 output = lerp(_DarkColor, _BrightColor, luminance);
|
||
|
|
output = fixed4(output.r, output.g, output.b, depthFactor);
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|