修改物体贴图的三个属性的shader实现
Shader "Unlit/FixColor"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Brightness("Brightness", Range(0,2)) = 1
_Saturation("Saturation", Range(0,2)) = 1
_Contrast("Contrast", Range(0,2)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
fixed _Brightness;
fixed _Saturation;
fixed _Contrast;
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);
//brigtness亮度
fixed3 finalColor = col * _Brightness;
//saturation调整饱和度
fixed gray = 0.2125 * col.r + 0.7154 * col.g + 0.0721 * col.b;
fixed3 grayColor = fixed3(gray, gray, gray);
finalColor = lerp(grayColor, finalColor, _Saturation);
//contrast调整对比度
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
finalColor = lerp(avgColor, finalColor, _Contrast);
return fixed4(finalColor, col.a);
}
ENDCG
}
}
}