// Colorful FX - Unity Asset // Copyright (c) 2015 - Thomas Hourdel // http://www.thomashourdel.com Shader "Hidden/Colorful/Hue Saturation Value" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Master ("Master (HSV)", Vector) = (0, 0, 0, 0) _Reds ("Reds (HSV)", Vector) = (0, 0, 0, 0) _Yellows ("Yellows (HSV)", Vector) = (0, 0, 0, 0) _Greens ("Greens (HSV)", Vector) = (0, 0, 0, 0) _Cyans ("Cyans (HSV)", Vector) = (0, 0, 0, 0) _Blues ("Blues (HSV)", Vector) = (0, 0, 0, 0) _Magentas ("Magentas (HSV)", Vector) = (0, 0, 0, 0) } CGINCLUDE #include "UnityCG.cginc" #include "./Colorful.cginc" sampler2D _MainTex; half4 _Master; half4 _Reds; half4 _Yellows; half4 _Greens; half4 _Cyans; half4 _Blues; half4 _Magentas; half4 frag_simple(v2f_img i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); half3 hsv = RGBtoHSV(color.rgb); hsv.x = rot10(hsv.x + _Master.x); hsv.y = hsv.y + _Master.y; hsv.z = hsv.z + _Master.z; return half4(HSVtoRGB(hsv), color.a); } half4 frag_advanced(v2f_img i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); // Master half3 hsv = RGBtoHSV(color.rgb); hsv.x = rot10(hsv.x + _Master.x); hsv.y = hsv.y + _Master.y; hsv.z = hsv.z + _Master.z; half ts = 1.0 / 360.0; half ts60 = ts * 60.0; half4 c15_45_75_105 = half4(15.0, 45.0, 75.0, 105.0) * ts; half4 c135_165_195_225 = half4(135.0, 165.0, 195.0, 225.0) * ts; half4 c255_285_315_345 = half4(255.0, 285.0, 315.0, 345.0) * ts; half dr, dy, dg, dc, db, dm; // Reds hsv.x = rot10(hsv + ts60); dr = saturate(invlerp(c15_45_75_105.x, c15_45_75_105.y, hsv.x)) * (1.0 - saturate(invlerp(c15_45_75_105.z, c15_45_75_105.w, hsv.x))); hsv.x = rot10(hsv - ts60); // Yellow dy = saturate(invlerp(c15_45_75_105.x, c15_45_75_105.y, hsv.x)) * (1.0 - saturate(invlerp(c15_45_75_105.z, c15_45_75_105.w, hsv.x))); // Greens dg = saturate(invlerp(c15_45_75_105.z, c15_45_75_105.w, hsv.x)) * (1.0 - saturate(invlerp(c135_165_195_225.x, c135_165_195_225.y, hsv.x))); // Cyans dc = saturate(invlerp(c135_165_195_225.x, c135_165_195_225.y, hsv.x)) * (1.0 - saturate(invlerp(c135_165_195_225.z, c135_165_195_225.w, hsv.x))); // Blues db = saturate(invlerp(c135_165_195_225.z, c135_165_195_225.w, hsv.x)) * (1.0 - saturate(invlerp(c255_285_315_345.x, c255_285_315_345.y, hsv.x))); // Magentas dm = saturate(invlerp(c255_285_315_345.x, c255_285_315_345.y, hsv.x)) * (1.0 - saturate(invlerp(c255_285_315_345.z, c255_285_315_345.w, hsv.x))); hsv.x = rot10(hsv.x + dr * _Reds.x + dy * _Yellows.x + dg * _Greens.x + dc * _Cyans.x + db * _Blues.x + dm * _Magentas.x); hsv.y = hsv.y + dr * _Reds.y + dy * _Yellows.y + dg * _Greens.y + dc * _Cyans.y + db * _Blues.y + dm * _Magentas.y; hsv.z = hsv.z + dr * _Reds.z + dy * _Yellows.z + dg * _Greens.z + dc * _Cyans.z + db * _Blues.z + dm * _Magentas.z; return half4(HSVtoRGB(hsv), color.a); } ENDCG SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } // (0) Simple Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag_simple #pragma fragmentoption ARB_precision_hint_fastest #pragma glsl #pragma exclude_renderers flash ENDCG } // (1) Advanced Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag_advanced #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 #pragma glsl #pragma exclude_renderers flash ENDCG } } FallBack off }