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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/DynamicLookup"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_White ("White point (RGB)", Color) = (1, 1, 1, 0)
_Black ("Black point (RGB)", Color) = (0, 0, 0, 0)
_Red ("Red point (RGB)", Color) = (1, 0, 0, 0)
_Green ("Green point (RGB)", Color) = (0, 1, 0, 0)
_Blue ("Blue point (RGB)", Color) = (0, 0, 1, 0)
_Yellow ("Yellow point (RGB)", Color) = (1, 1, 0, 0)
_Magenta ("Magenta point (RGB)", Color) = (1, 0, 1, 0)
_Cyan ("Cyan point (RGB)", Color) = (0, 1, 1, 0)
_Amount ("Amount (Float)", Float) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half3 _White;
half3 _Black;
half3 _Red;
half3 _Green;
half3 _Blue;
half3 _Yellow;
half3 _Magenta;
half3 _Cyan;
half _Amount;
half3 get_abcd(half4 color)
{
half3 ta = lerp(_Black, _Red, color.r);
half3 tb = lerp(_Green, _Yellow, color.r);
half3 tc = lerp(_Blue, _Magenta, color.r);
half3 td = lerp(_Cyan, _White, color.r);
half3 ab = lerp(ta, tb, color.g);
half3 cd = lerp(tc, td, color.g);
return lerp(ab, cd, color.b);
}
half4 frag(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half3 abcd = get_abcd(color);
return lerp(color, half4(abcd, 1.0), _Amount);
}
half4 frag_linear(v2f_img i) : SV_Target
{
half4 color = sRGB(tex2D(_MainTex, i.uv));
half3 abcd = get_abcd(color);
return Linear(lerp(color, half4(abcd, 1.0), _Amount));
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Gamma
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Linear
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_linear
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}