| | |
| | | Shader "Hidden/Post FX/UI/Curve Background" |
| | | { |
| | | CGINCLUDE |
| | | |
| | | #pragma target 3.0 |
| | | #include "UnityCG.cginc" |
| | | |
| | | float _DisabledState; |
| | | |
| | | float3 HsvToRgb(float3 c) |
| | | { |
| | | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
| | | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); |
| | | return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); |
| | | } |
| | | |
| | | float4 FragHue(v2f_img i) : SV_Target |
| | | { |
| | | float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2)); |
| | | float4 color = float4((0.0).xxx, 1.0); |
| | | color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y)); |
| | | color.rgb += (0.15).xxx; |
| | | return float4(color.rgb, color.a * _DisabledState); |
| | | } |
| | | |
| | | float4 FragSat(v2f_img i) : SV_Target |
| | | { |
| | | float4 color = float4((0.0).xxx, 1.0); |
| | | float sat = i.uv.x / 2; |
| | | color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y)); |
| | | color.rgb += (0.15).xxx; |
| | | return float4(color.rgb, color.a * _DisabledState); |
| | | } |
| | | |
| | | ENDCG |
| | | |
| | | SubShader |
| | | { |
| | | Cull Off ZWrite Off ZTest Always |
| | | |
| | | // (0) Hue |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex vert_img |
| | | #pragma fragment FragHue |
| | | |
| | | ENDCG |
| | | } |
| | | |
| | | // (1) Sat/lum |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex vert_img |
| | | #pragma fragment FragSat |
| | | |
| | | ENDCG |
| | | } |
| | | } |
| | | } |
| | | Shader "Hidden/Post FX/UI/Curve Background"
|
| | | {
|
| | | CGINCLUDE
|
| | |
|
| | | #pragma target 3.0
|
| | | #include "UnityCG.cginc"
|
| | |
|
| | | float _DisabledState;
|
| | |
|
| | | float3 HsvToRgb(float3 c)
|
| | | {
|
| | | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
| | | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
| | | return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
|
| | | }
|
| | |
|
| | | float4 FragHue(v2f_img i) : SV_Target
|
| | | {
|
| | | float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2));
|
| | | float4 color = float4((0.0).xxx, 1.0);
|
| | | color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y));
|
| | | color.rgb += (0.15).xxx;
|
| | | return float4(color.rgb, color.a * _DisabledState);
|
| | | }
|
| | |
|
| | | float4 FragSat(v2f_img i) : SV_Target
|
| | | {
|
| | | float4 color = float4((0.0).xxx, 1.0);
|
| | | float sat = i.uv.x / 2;
|
| | | color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y));
|
| | | color.rgb += (0.15).xxx;
|
| | | return float4(color.rgb, color.a * _DisabledState);
|
| | | }
|
| | |
|
| | | ENDCG
|
| | |
|
| | | SubShader
|
| | | {
|
| | | Cull Off ZWrite Off ZTest Always
|
| | |
|
| | | // (0) Hue
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex vert_img
|
| | | #pragma fragment FragHue
|
| | |
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // (1) Sat/lum
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex vert_img
|
| | | #pragma fragment FragSat
|
| | |
|
| | | ENDCG
|
| | | }
|
| | | }
|
| | | }
|