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