Shader "BetterUI/HueSaturationBrightness" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 SrcBlendMode ("SrcBlendMode", Float) = 5 DstBlendMode ("DstBlendMode", Float) = 10 [Toggle(COMBINE_ALPHA)] CombineAlpha("Combine Alpha", Float) = 0 [Toggle(FORCE_CLIP)] ForceClip("Force Clip", Float) = 0 ClipThreshold("Alpha Clip Threshold", Float) = 0.5 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend [SrcBlendMode] [DstBlendMode] ColorMask[_ColorMask] Pass { Name "HueSaturationBrightness" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile __ COMBINE_ALPHA #pragma multi_compile __ FORCE_CLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 tangent : TANGENT; #if UNITY_VERSION >= 550 UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; float3 hsb : TEXCOORD2; #if UNITY_VERSION >= 550 UNITY_VERTEX_OUTPUT_STEREO #endif }; fixed4 _TextureSampleAdd; float4 _ClipRect; #if UNITY_VERSION < 550 bool _UseClipRect; bool _UseAlphaClip; bool CombineAlpha; bool ForceClip; #endif // VERTEX SHADER v2f vert(appdata_t IN) { v2f OUT; #if UNITY_VERSION >= 550 UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); #endif OUT.worldPosition = IN.vertex; #if UNITY_VERSION >= 550 OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); #else OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1); #endif #endif OUT.texcoord = IN.texcoord; OUT.color = IN.color; OUT.hsb = float3(IN.uv1.xy, IN.tangent.w); return OUT; } sampler2D _MainTex; float ClipThreshold; // RGB -> HSB float3 rgb2hsb(float3 c : COLOR) { 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); } // HSB -> RGB float3 hsb2rgb(float3 c : COLOR) { 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); } // FRAGMENT SHADER fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; #if UNITY_VERSION >= 550 #ifdef COMBINE_ALPHA color.rgb *= color.a; #endif #ifdef FORCE_CLIP clip(color.a - ClipThreshold); #endif #else if (CombineAlpha) color.rgb *= color.a; if (ForceClip) clip(color.a - ClipThreshold); #endif float3 hsb = rgb2hsb(color.rgb); hsb.x = (hsb.x + IN.hsb.x) % 1.0; hsb.y *= IN.hsb.y; hsb.z *= IN.hsb.z; color.rgb = hsb2rgb(hsb); #if UNITY_VERSION >= 550 color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif #else if (_UseClipRect) color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); if (_UseAlphaClip) clip(color.a - 0.001); #endif return color; } ENDCG } } }