HueSaturationBrightness.shader 4.1 KB

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  1. Shader "BetterUI/HueSaturationBrightness"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _StencilComp("Stencil Comparison", Float) = 8
  7. _Stencil("Stencil ID", Float) = 0
  8. _StencilOp("Stencil Operation", Float) = 0
  9. _StencilWriteMask("Stencil Write Mask", Float) = 255
  10. _StencilReadMask("Stencil Read Mask", Float) = 255
  11. _ColorMask("Color Mask", Float) = 15
  12. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  13. SrcBlendMode ("SrcBlendMode", Float) = 5
  14. DstBlendMode ("DstBlendMode", Float) = 10
  15. [Toggle(COMBINE_ALPHA)] CombineAlpha("Combine Alpha", Float) = 0
  16. [Toggle(FORCE_CLIP)] ForceClip("Force Clip", Float) = 0
  17. ClipThreshold("Alpha Clip Threshold", Float) = 0.5
  18. }
  19. SubShader
  20. {
  21. Tags
  22. {
  23. "Queue" = "Transparent"
  24. "IgnoreProjector" = "True"
  25. "RenderType" = "Transparent"
  26. "PreviewType" = "Plane"
  27. "CanUseSpriteAtlas" = "True"
  28. }
  29. Stencil
  30. {
  31. Ref[_Stencil]
  32. Comp[_StencilComp]
  33. Pass[_StencilOp]
  34. ReadMask[_StencilReadMask]
  35. WriteMask[_StencilWriteMask]
  36. }
  37. Cull Off
  38. Lighting Off
  39. ZWrite Off
  40. ZTest[unity_GUIZTestMode]
  41. Blend [SrcBlendMode] [DstBlendMode]
  42. ColorMask[_ColorMask]
  43. Pass
  44. {
  45. Name "HueSaturationBrightness"
  46. CGPROGRAM
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #pragma target 2.0
  50. #include "UnityCG.cginc"
  51. #include "UnityUI.cginc"
  52. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  53. #pragma multi_compile __ COMBINE_ALPHA
  54. #pragma multi_compile __ FORCE_CLIP
  55. struct appdata_t
  56. {
  57. float4 vertex : POSITION;
  58. float4 color : COLOR;
  59. float2 texcoord : TEXCOORD0;
  60. float2 uv1 : TEXCOORD1;
  61. float4 tangent : TANGENT;
  62. #if UNITY_VERSION >= 550
  63. UNITY_VERTEX_INPUT_INSTANCE_ID
  64. #endif
  65. };
  66. struct v2f
  67. {
  68. float4 vertex : SV_POSITION;
  69. fixed4 color : COLOR;
  70. float2 texcoord : TEXCOORD0;
  71. float4 worldPosition : TEXCOORD1;
  72. float3 hsb : TEXCOORD2;
  73. #if UNITY_VERSION >= 550
  74. UNITY_VERTEX_OUTPUT_STEREO
  75. #endif
  76. };
  77. fixed4 _TextureSampleAdd;
  78. float4 _ClipRect;
  79. #if UNITY_VERSION < 550
  80. bool _UseClipRect;
  81. bool _UseAlphaClip;
  82. bool CombineAlpha;
  83. bool ForceClip;
  84. #endif
  85. // VERTEX SHADER
  86. v2f vert(appdata_t IN)
  87. {
  88. v2f OUT;
  89. #if UNITY_VERSION >= 550
  90. UNITY_SETUP_INSTANCE_ID(IN);
  91. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  92. #endif
  93. OUT.worldPosition = IN.vertex;
  94. #if UNITY_VERSION >= 550
  95. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  96. #else
  97. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  98. #ifdef UNITY_HALF_TEXEL_OFFSET
  99. OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1);
  100. #endif
  101. #endif
  102. OUT.texcoord = IN.texcoord;
  103. OUT.color = IN.color;
  104. OUT.hsb = float3(IN.uv1.xy, IN.tangent.w);
  105. return OUT;
  106. }
  107. sampler2D _MainTex;
  108. float ClipThreshold;
  109. // RGB -> HSB
  110. float3 rgb2hsb(float3 c : COLOR)
  111. {
  112. float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
  113. float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
  114. float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
  115. float d = q.x - min(q.w, q.y);
  116. float e = 1.0e-10;
  117. return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
  118. }
  119. // HSB -> RGB
  120. float3 hsb2rgb(float3 c : COLOR)
  121. {
  122. float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
  123. float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
  124. return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
  125. }
  126. // FRAGMENT SHADER
  127. fixed4 frag(v2f IN) : SV_Target
  128. {
  129. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  130. #if UNITY_VERSION >= 550
  131. #ifdef COMBINE_ALPHA
  132. color.rgb *= color.a;
  133. #endif
  134. #ifdef FORCE_CLIP
  135. clip(color.a - ClipThreshold);
  136. #endif
  137. #else
  138. if (CombineAlpha)
  139. color.rgb *= color.a;
  140. if (ForceClip)
  141. clip(color.a - ClipThreshold);
  142. #endif
  143. float3 hsb = rgb2hsb(color.rgb);
  144. hsb.x = (hsb.x + IN.hsb.x) % 1.0;
  145. hsb.y *= IN.hsb.y;
  146. hsb.z *= IN.hsb.z;
  147. color.rgb = hsb2rgb(hsb);
  148. #if UNITY_VERSION >= 550
  149. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  150. #ifdef UNITY_UI_ALPHACLIP
  151. clip(color.a - 0.001);
  152. #endif
  153. #else
  154. if (_UseClipRect)
  155. color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  156. if (_UseAlphaClip)
  157. clip(color.a - 0.001);
  158. #endif
  159. return color;
  160. }
  161. ENDCG
  162. }
  163. }
  164. }