mirror of
https://github.com/Steffo99/gravity-fusion.git
synced 2024-11-22 00:14:18 +00:00
139 lines
4.7 KiB
Text
139 lines
4.7 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
/*
|
|
MIT License
|
|
|
|
Copyright 2015, Gregg Tavares.
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
modification, are permitted provided that the following conditions are
|
|
met:
|
|
|
|
* Redistributions of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the following disclaimer
|
|
in the documentation and/or other materials provided with the
|
|
distribution.
|
|
* Neither the name of Gregg Tavares. nor the names of its
|
|
contributors may be used to endorse or promote products derived from
|
|
this software without specific prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
Shader "Custom/HSVRangeShader"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Sprite Texture", 2D) = "white" {}
|
|
_Color ("Alpha Color Key", Color) = (0,0,0,1)
|
|
_HSVRangeMin ("HSV Affect Range Min", Range(0, 1)) = 0
|
|
_HSVRangeMax ("HSV Affect Range Max", Range(0, 1)) = 1
|
|
_HSVAAdjust ("HSVA Adjust", Vector) = (0, 0, 0, 0)
|
|
_StencilComp ("Stencil Comparison", Float) = 8
|
|
_Stencil ("Stencil ID", Float) = 0
|
|
_StencilOp ("Stencil Operation", Float) = 0
|
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
_ColorMask ("Color Mask", Float) = 15
|
|
}
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"RenderType" = "Transparent"
|
|
"Queue" = "Transparent"
|
|
}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_Stencil]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilOp]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
}
|
|
ColorMask [_ColorMask]
|
|
|
|
Pass
|
|
{
|
|
Cull Off
|
|
ZWrite Off
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile DUMMY PIXELSNAP_ON
|
|
|
|
sampler2D _MainTex;
|
|
float4 _Color;
|
|
float _HSVRangeMin;
|
|
float _HSVRangeMax;
|
|
float4 _HSVAAdjust;
|
|
|
|
struct Vertex
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv_MainTex : TEXCOORD0;
|
|
};
|
|
|
|
struct Fragment
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv_MainTex : TEXCOORD0;
|
|
};
|
|
|
|
Fragment vert(Vertex v)
|
|
{
|
|
Fragment o;
|
|
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv_MainTex = v.uv_MainTex;
|
|
|
|
return o;
|
|
}
|
|
|
|
float3 rgb2hsv(float3 c) {
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
|
|
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 1.0e-10;
|
|
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
float3 hsv2rgb(float3 c) {
|
|
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
|
|
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
float4 frag(Fragment IN) : COLOR
|
|
{
|
|
float4 o = float4(1, 0, 0, 0.2);
|
|
|
|
float4 color = tex2D (_MainTex, IN.uv_MainTex);
|
|
float3 hsv = rgb2hsv(color.rgb);
|
|
float affectMult = step(_HSVRangeMin, hsv.r) * step(hsv.r, _HSVRangeMax);
|
|
float3 rgb = hsv2rgb(hsv + _HSVAAdjust.xyz * affectMult);
|
|
return float4(rgb, color.a + _HSVAAdjust.a);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|