ComputeShader/Assets/Shaders/ColorInverter.compute

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#pragma kernel cs_main
Texture2D source_texture;
RWTexture2D<float4> result;
float sin_scaled;
[numthreads(8, 8, 1)]
void cs_main(uint3 id : SV_DispatchThreadID)
{
float4 color = source_texture[id.xy];
color.rgb = color.rgb * sin_scaled * 2;
result[id.xy] = color;
}