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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
- }
- }
- }
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