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59 lines
1.3 KiB
59 lines
1.3 KiB
3 years ago
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/Hue Focus"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Range ("Hue Range (X) Min (Y) Max", Vector) = (-0.16, 0.16, 0.0, 0.0)
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_Params ("Hue (X) Boost (Y) Amount (Z)", Vector) = (0.0, 0.5, 1.0, 0.0)
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}
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "./Colorful.cginc"
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sampler2D _MainTex;
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half2 _Range;
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half3 _Params;
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half4 frag(v2f_img i) : SV_Target
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{
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half4 color = saturate(tex2D(_MainTex, i.uv));
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half3 target = color.rgb;
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half lum = luminance(target);
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half hue = RGBtoHUE(target);
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if (_Range.y > 1.0 && hue < _Range.y - 1.0) hue += 1.0;
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if (_Range.x < 0.0 && hue > _Range.x + 1.0) hue -= 1.0;
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target = (hue < _Params.x) ?
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lerp(lum.xxx, target, smoothstep(_Range.x, _Params.x, hue) * _Params.y) :
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lerp(lum.xxx, target, (1.0 - smoothstep(_Params.x, _Range.y, hue)) * _Params.y);
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color.rgb = lerp(color.rgb, target, _Params.z);
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return color;
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}
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ENDCG
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}
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}
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FallBack off
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}
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