Shader "Unlit/Colorful"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BrightnessAmount("Brightness Amount", Range(0.0, 2.0)) = 1.0
_SaturationAmount("Saturation Amount", Range(0.0, 2.0)) = 1.0
_ContrastAmount("Contrast Amount", Range(0.0, 2.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _BrightnessAmount;
fixed _SaturationAmount;
fixed _ContrastAmount;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float3 ContrastSaturationBrightness(float3 color, float brt, float sat, float con)
{
// Increase or decrease these values to
// adjust r, g and b color channels separately
float avgLumR = 0.5;
float avgLumG = 0.5;
float avgLumB = 0.5;
// Luminance coefficients for getting luminance from the image
float3 LuminanceCoeff = float3 (0.2125, 0.7154, 0.0721);
// Operation for brightmess
float3 avgLumin = float3 (avgLumR, avgLumG, avgLumB);
float3 brtColor = color * brt;
float intensityf = dot(brtColor, LuminanceCoeff);
float3 intensity = float3 (intensityf, intensityf, intensityf);
// Operation for saturation
float3 satColor = lerp(intensity, brtColor, sat);
// Operation for contrast
float3 conColor = lerp(avgLumin, satColor, con);
return conColor;
}
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.rgb = ContrastSaturationBrightness(col, _BrightnessAmount, _SaturationAmount, _ContrastAmount);
return col;
}
ENDCG
}
}
}