Created
July 28, 2016 23:08
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using UnityEngine; | |
[ExecuteInEditMode] | |
public class Darken : MonoBehaviour | |
{ | |
Material mat; | |
void Start() | |
{ | |
//GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth; | |
CreateMat(); | |
} | |
void CreateMat() | |
{ | |
mat = new Material(Shader.Find("Hidden/Darken")); | |
} | |
void OnRenderImage(RenderTexture source, RenderTexture destination) | |
{ | |
if (!mat) CreateMat(); | |
Graphics.Blit(source, destination, mat); | |
} | |
} |
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Shader "Hidden/Darken" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
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 = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
col = col - 0.1f; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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