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DMD3502-Cutscene-JacobTomassi/Cutscene/Assets/LowpolySimpleHouse/PostProcessing/Editor Resources/UI/CurveBackground.shader
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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 | |
} | |
} | |
} |