HuePaint.shader 2.3 KB

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  1. Shader "Hero Editor/Hue Paint"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Texture", 2D) = "white" {}
  6. [PerRendererData] _Color ("Color", Color) = (1,1,1,1)
  7. [PerRendererData] _Hue ("Hue", float) = 0
  8. }
  9. SubShader
  10. {
  11. Tags { "RenderType" = "Opaque" }
  12. LOD 100
  13. Pass
  14. {
  15. CGPROGRAM
  16. #pragma vertex vert
  17. #pragma fragment frag
  18. #pragma multi_compile_instancing
  19. #include "UnityCG.cginc"
  20. struct appdata
  21. {
  22. float2 uv : TEXCOORD0;
  23. float4 vertex : POSITION;
  24. UNITY_VERTEX_INPUT_INSTANCE_ID
  25. };
  26. struct v2f
  27. {
  28. float2 uv : TEXCOORD0;
  29. float4 vertex : SV_POSITION;
  30. UNITY_VERTEX_INPUT_INSTANCE_ID // use this to access instanced properties in the fragment shader.
  31. };
  32. sampler2D _MainTex;
  33. float4 _MainTex_ST;
  34. UNITY_INSTANCING_BUFFER_START(Props)
  35. UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
  36. UNITY_DEFINE_INSTANCED_PROP(float, _Hue)
  37. UNITY_INSTANCING_BUFFER_END(Props)
  38. v2f vert(appdata v)
  39. {
  40. v2f o;
  41. UNITY_SETUP_INSTANCE_ID(v);
  42. o.vertex = UnityObjectToClipPos(v.vertex);
  43. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  44. UNITY_TRANSFER_INSTANCE_ID(v, o);
  45. return o;
  46. }
  47. float3 ApplyHue(float3 aColor, float aHue)
  48. {
  49. float angle = radians(aHue * 360);
  50. float3 k = float3(0.57735, 0.57735, 0.57735);
  51. float cosAngle = cos(angle);
  52. return aColor * cosAngle + cross(k, aColor) * sin(angle) + k * dot(k, aColor) * (1 - cosAngle);
  53. }
  54. fixed4 frag(v2f i) : SV_Target
  55. {
  56. UNITY_SETUP_INSTANCE_ID(i);
  57. fixed4 col = tex2D(_MainTex, i.uv);
  58. col *= UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
  59. col.rgb = ApplyHue(col.rgb, UNITY_ACCESS_INSTANCED_PROP(Props, _Hue));
  60. return col;
  61. }
  62. ENDCG
  63. }
  64. }
  65. }