/
Negative.shader
68 lines (59 loc) · 1.32 KB
/
Negative.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
Shader "VFXToolbox/ImageSequencer/Negative"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
// 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;
};
// ImageSequencer CustomMaterial uniforms
// ======================================
//
// sampler2D _InputFrame; // Input Frame (from previous sequence)
//
// float4 _FrameData; // Frame Data
// // x, y : width (x) and height (y) in pixels
// // z, w : sequence index (z) and length (w)
//
// float4 _FlipbookData; // Flipbook Data
// // x, y : number of columns (x) and rows (y)
// // z, w : (unused)
sampler2D _InputFrame;
float4 _FrameData;
float4 _FlipbookData;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = tex2D(_InputFrame, i.uv);
half3 rgb = LinearToGammaSpace(col.rgb);
return half4(GammaToLinearSpace(1-rgb),col.a);
}
ENDCG
}
}
}