62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
Shader "Hidden/ChannelMixer"
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{
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Properties
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{
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_MainTex ("Red Channel Texture", 2D) = "white"
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}
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SubShader
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{
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local _HAS_TEX_R
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#pragma shader_feature_local _HAS_TEX_G
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#pragma shader_feature_local _HAS_TEX_B
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#pragma shader_feature_local _HAS_TEX_A
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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int4 _ChannelSource;
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float4 frag (v2f i) : SV_Target
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{
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float4 color = tex2D(_MainTex, i.uv);
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float r = color[_ChannelSource.x];
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float g = color[_ChannelSource.y];
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float b = color[_ChannelSource.z];
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float a = color[_ChannelSource.w];
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return float4(r, g, b, a);
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}
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ENDCG
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}
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}
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}
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