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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- //From http://forum.unity3d.com/threads/89041-Problem-with-getting-hue-shift-shader-right
- //Shouldn't be used for big things as with 8 planes on screen it dropped the frame rate to 12fps even on iPod5g
- Shader "Custom/HSVShader" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _HueShift("HueShift", Float ) = 0
- _Sat("Saturation", Float) = 1
- _Val("Value", Float) = 1
- }
- SubShader {
-
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType" = "Transparent" }
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
-
- #include "UnityCG.cginc"
-
- float3 shift_col(float3 RGB, float3 shift)
- {
- float3 RESULT = float3(RGB);
- float VSU = shift.z*shift.y*cos(shift.x*3.14159265/180);
- float VSW = shift.z*shift.y*sin(shift.x*3.14159265/180);
-
- RESULT.x = (.299*shift.z+.701*VSU+.168*VSW)*RGB.x
- + (.587*shift.z-.587*VSU+.330*VSW)*RGB.y
- + (.114*shift.z-.114*VSU-.497*VSW)*RGB.z;
-
- RESULT.y = (.299*shift.z-.299*VSU-.328*VSW)*RGB.x
- + (.587*shift.z+.413*VSU+.035*VSW)*RGB.y
- + (.114*shift.z-.114*VSU+.292*VSW)*RGB.z;
-
- RESULT.z = (.299*shift.z-.3*VSU+1.25*VSW)*RGB.x
- + (.587*shift.z-.588*VSU-1.05*VSW)*RGB.y
- + (.114*shift.z+.886*VSU-.203*VSW)*RGB.z;
-
- return (RESULT);
- }
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- float4 _MainTex_ST;
-
- v2f vert (appdata_base v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
- sampler2D _MainTex;
- float _HueShift;
- float _Sat;
- float _Val;
-
- half4 frag(v2f i) : COLOR
- {
- half4 col = tex2D(_MainTex, i.uv);
- float3 shift = float3(_HueShift, _Sat, _Val);
-
- return half4( half3(shift_col(col, shift)), col.a);
- }
- ENDCG
- }
- }
- Fallback "Particles/Alpha Blended"
- }
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