// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/HSV" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Alpha ("Alpha", Range (0,1)) = 1.0 _Color ("_Color", Color) = (1,1,1,1) _HueShift("HueShift", Range (0,360) ) = 0 _Sat("Saturation", Float) = 1 _Val("Value", Float) = 1 // required for UI.Mask _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 {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float _HueShift; float _Sat; float _Val; float _Alpha; float4 _Color; float3 shift_col(float3 RGB, float3 shift) { float3 RESULT = float3(RGB); float a1= shift.z*shift.y; float a2= shift.x*3.14159265/180; float VSU = a1*cos(a2); float VSW = a1*sin(a2); 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); } v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag (v2f i) : COLOR { float4 c = tex2D(_MainTex, i.texcoord)*i.color; float3 shift = float3(_HueShift, _Sat, _Val); c.rgb = shift_col(c, shift); c.a = c.a-_Alpha; return c; } ENDCG } } Fallback "Sprites/Default" }