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Saturation Filter for Unity3D
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// This shader is hugely based on "saturation" by megaloler (https://www.shadertoy.com/view/XttGWB) | |
Shader "Hidden/CustomColorGrading" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_saturation("saturation value", Float) = 0.3 | |
} | |
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; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
float _saturation; | |
float3 applySaturation(float3 col) { | |
float saturationScale = 0.3; //_saturation; you could tweak the saturation value in the editor if you like | |
float average = (col.x + col.y + col.z) / 3.0; | |
float xd = average - col.x; | |
float yd = average - col.y; | |
float zd = average - col.z; | |
col.x += xd * -saturationScale; | |
col.y += yd * -saturationScale; | |
col.z += zd * -saturationScale; | |
return col; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
float3 saturatedColor = applySaturation(col.rgb); | |
return fixed4(saturatedColor, 1.0); | |
} | |
ENDCG | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PostEffectController : MonoBehaviour { | |
public Material material; | |
private void OnRenderImage(RenderTexture source, RenderTexture destination) | |
{ | |
Graphics.Blit(source, destination, material); | |
} | |
} |
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Attach PostEffectController.cs to the main camera