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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_HSV.shader

103 lines
2.3 KiB
GLSL

//////////////////////////////////////////////
/// 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"
}