////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/HSV" { Properties { [PerRendererData] _MainTex("Sprite Texture", 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 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows #pragma target 3.0 sampler2D _MainTex; float _HueShift; float _Sat; float _Val; float _Alpha; float4 _Color; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _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); } void surf(Input IN, inout SurfaceOutput o) { float4 c = tex2D(_MainTex, IN.uv_MainTex)* IN.color; float3 shift = float3(_HueShift, _Sat, _Val); c.rgb = shift_col(c, shift); c.a = c.a - _Alpha; o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }