//============================================================================== //Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. //All Rights Reserved. //============================================================================== Shader "Custom/BrightTexture" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float4 _MainTex_ST; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } half4 frag(v2f i) : COLOR { half4 c = tex2D (_MainTex, i.uv); float scale = 0.2f; c.rgb = c.rgb * scale + 1.0f - scale; return c; } ENDCG } } FallBack "Diffuse" }