// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // August 2019 // Modified to have Hue changing ability using HSV values // Compatible with standard Unity sprite renderer tint color // Sam at Thousand Ant Studios Shader "Sprites/Default-Hue" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HideInInspector] _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex SpriteVert #pragma fragment SpriteFragHue #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnitySprites.cginc" //adapted from: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl float3 rgb2hsv(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 hsv2rgb(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); } fixed4 SpriteFragHue(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord); float3 c_hsv = rgb2hsv(c.rgb); float3 hueShift = rgb2hsv(IN.color.rgb); c_hsv.x = frac(c_hsv.x + hueShift.x); float3 shifted = hsv2rgb(c_hsv); c.rgb = lerp(c.rgb, shifted.rgb, hueShift.y); c.rgb *= hueShift.z; c.rgb *= c.a; return c; } ENDCG } } }