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ImageUnMasking.shader
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Shader "Lfz/ImageUnMasking"
{
// Note:
// (0.5,0.5,0.5,0.0) for contrast
//(0,0,0,0) for brightness
Properties
{
_IDW ("I_dontwant", Vector) = (0.0,0.0,0.0,0.0)
_T ("Unmask Factor", Float) = 1.0
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
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;
float4 _IDW;
float _T;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
// sample the texture
float4 I_in = tex2D(_MainTex, i.uv);
// Image Unmasking:
float4 col = (1-_T)*_IDW + _T*I_in;
return col;
}
ENDCG
}
}
}