// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/ColorCorrectionCurvesSimple" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} _RgbTex ("_RgbTex (RGB)", 2D) = "" {} } // Shader code pasted into all further CGPROGRAM blocks CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; sampler2D _MainTex; sampler2D _RgbTex; fixed _Saturation; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv); fixed3 red = tex2D(_RgbTex, half2(color.r, 0.5/4.0)).rgb * fixed3(1,0,0); fixed3 green = tex2D(_RgbTex, half2(color.g, 1.5/4.0)).rgb * fixed3(0,1,0); fixed3 blue = tex2D(_RgbTex, half2(color.b, 2.5/4.0)).rgb * fixed3(0,0,1); color = fixed4(red+green+blue, color.a); fixed lum = Luminance(color.rgb); color.rgb = lerp(fixed3(lum,lum,lum), color.rgb, _Saturation); return color; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader