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- Shader "Hidden/TFHCRemap"
- {
- Properties
- {
- _A ("_Value", 2D) = "white" {}
- _B ("_MinOld", 2D) = "white" {}
- _C ("_MaxOld", 2D) = "white" {}
- _D ("_MinNew", 2D) = "white" {}
- _E ("_MaxNew", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- sampler2D _D;
- sampler2D _E;
- float4 frag(v2f_img i) : SV_Target
- {
- float4 value = tex2D( _A, i.uv );
- float4 minold = tex2D( _B, i.uv );
- float4 maxold = tex2D( _C, i.uv );
- float4 minnew = tex2D( _D, i.uv );
- float4 maxnew = tex2D( _E, i.uv );
- float4 denom = maxold - minold;
- if(denom.x == 0)
- denom.x = 0.000001;
- if(denom.y == 0)
- denom.y = 0.000001;
- if(denom.z == 0)
- denom.z = 0.000001;
- if(denom.w == 0)
- denom.w = 0.000001;
- return (minnew + (value - minold) * (maxnew - minnew) / denom);
- }
- ENDCG
- }
- }
- }
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