Hässliche reuden ranz Map-Begrenzung
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// Outputs luminance (grayscale) of the input image _MainTex
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Shader "Hidden/Contrast Stretch Luminance" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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Category {
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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float4 frag (v2f_img i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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col.rgb = Luminance(col.rgb) * (1+col.a*2);
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return col;
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}
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ENDCG
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}
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}
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}
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Fallback off
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}
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