56 lines
1.2 KiB
Plaintext
56 lines
1.2 KiB
Plaintext
Shader "Hidden/Kronnect/Beautify/TextureLerp"
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{
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Properties
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{
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[NoScaleOffset] _MainTex ("LUT 1", 2D) = "black" {}
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[NoScaleOffset] _LUT2 ("LUT 2", 2D) = "black" {}
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_Phase("Phase", Float) = 0
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}
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SubShader
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{
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ZTest Always
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ZWrite Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex, _LUT2;
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float _Phase;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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half4 lut1 = tex2D(_MainTex, i.uv);
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half4 lut2 = tex2D(_LUT2, i.uv);
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return lerp(lut1, lut2, _Phase);
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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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