mmorpg/Assets/HeroEditor4D/Common/Shaders/HuePaint.shader
2024-03-18 23:09:45 +05:30

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