[RenderMonkey] Color Conversion
// Vertex Shader
struct VS_INPUT
{
float4 mPosition: POSITION;
float2 mUV : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 mPosition: POSITION;
float2 mUV : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output;
Output.mPosition = Input.mPosition;
Output.mUV = Input.mUV;
return Output;
}
// Pixel Shader
struct PS_INPUT
{
float2 mUV : TEXCOORD0;
};
sampler2D SceneSampler;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 tex = tex2D(SceneSampler, Input.mUV);
return tex;
}
// 회색톤 Pixel Shader
struct VS_INPUT
{
float4 mPosition: POSITION;
float2 mUV : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 mPosition: POSITION;
float2 mUV : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output;
Output.mPosition = Input.mPosition;
Output.mUV = Input.mUV;
return Output;
}
// 세피아톤 Pixel Shader
struct PS_INPUT
{
float2 mUV : TEXCOORD0;
};
sampler2D SceneSampler;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 tex = tex2D(SceneSampler, Input.mUV);
float4 sepia;
sepia.a = tex.a;
sepia.r = dot(tex.rgb, float3(0.393f, 0.769f, 0.189f));
sepia.g = dot(tex.rgb, float3(0.349f, 0.686f, 0.168f));
sepia.b = dot(tex.rgb, float3(0.272f, 0.534f, 0.131f));
return sepia;
}
Envrionment 추가 되어 있음 : https://asatala.tistory.com/79
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