75 lines
2.3 KiB
Plaintext
Executable File
75 lines
2.3 KiB
Plaintext
Executable File
Shader "Hero Editor/Hue Paint"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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[PerRendererData] _Color ("Color", Color) = (1,1,1,1)
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[PerRendererData] _Hue ("Hue", float) = 0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct appdata
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{
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float2 uv : TEXCOORD0;
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID // use this to access instanced properties in the fragment shader.
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
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UNITY_DEFINE_INSTANCED_PROP(float, _Hue)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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return o;
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}
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float3 ApplyHue(float3 aColor, float aHue)
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{
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float angle = radians(aHue * 360);
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float3 k = float3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(angle);
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return aColor * cosAngle + cross(k, aColor) * sin(angle) + k * dot(k, aColor) * (1 - cosAngle);
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}
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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fixed4 col = tex2D(_MainTex, i.uv);
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col *= UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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col.rgb = ApplyHue(col.rgb, UNITY_ACCESS_INSTANCED_PROP(Props, _Hue));
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return col;
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}
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ENDCG
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}
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}
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}
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