Shader "Hidden/Ultimate/BrightpassMask" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MaskTex ("Base (RGB)", 2D) = "white" {} } Subshader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #include "UnityCG.cginc" struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; return o; } sampler2D _MainTex; sampler2D _MaskTex; half4 _Threshhold; fixed4 frag(v2f i):COLOR { half4 color = tex2D(_MainTex, i.uv); half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb); half intensity = dot(tColor, half3(0.3,0.3,0.3)); return clamp(color * intensity * tex2D(_MaskTex, i.uv).r,0,65000); } fixed4 fragNOI(v2f i):COLOR { half4 color = tex2D(_MainTex, i.uv); half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb); return half4(tColor, 1.0) * tex2D(_MaskTex, i.uv).r; } #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment frag ENDCG } Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #include "UnityCG.cginc" struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; return o; } sampler2D _MainTex; sampler2D _MaskTex; half4 _Threshhold; fixed4 frag(v2f i):COLOR { half4 color = tex2D(_MainTex, i.uv); half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb); half intensity = dot(tColor, half3(0.3,0.3,0.3)); return clamp(color * intensity * tex2D(_MaskTex, i.uv).r,0,65000); } fixed4 fragNOI(v2f i):COLOR { half4 color = tex2D(_MainTex, i.uv); half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb); return half4(tColor, 1.0) * tex2D(_MaskTex, i.uv).r; } #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment fragNOI ENDCG } } FallBack "Diffuse" }