|
| 1 | +// source https://forum.unity.com/threads/adding-hue-saturation-and-contrast-to-standardshader.843697/#post-5572063 |
| 2 | + |
| 3 | +Shader "UnityLibrary/Standard/HueContrastSaturation" |
| 4 | +{ |
| 5 | + Properties |
| 6 | + { |
| 7 | + _Color ("Color", Color) = (1,1,1,1) |
| 8 | + _MainTex ("Albedo Map", 2D) = "black" {} |
| 9 | + _BumpMap ("Normal Map", 2D) = "bump" {} |
| 10 | + _MetallicGlossMap ("Metallic (R) Smoothness (A) Map", 2D) = "black" {} |
| 11 | + _Hue ("Hue", Float) = 1.0 |
| 12 | + _Contrast ("Contrast", Float) = 1.0 |
| 13 | + _Saturation ("Saturation", Float) = 1.0 |
| 14 | + } |
| 15 | + |
| 16 | + Subshader |
| 17 | + { |
| 18 | + Tags { "RenderType" = "Opaque" } |
| 19 | + CGPROGRAM |
| 20 | + #pragma surface SurfaceShader Standard fullforwardshadows addshadow |
| 21 | + |
| 22 | + sampler2D _MainTex, _BumpMap, _MetallicGlossMap; |
| 23 | + float4 _Color; |
| 24 | + float _Hue, _Contrast, _Saturation; |
| 25 | + |
| 26 | + float4x4 contrastMatrix (float c) |
| 27 | + { |
| 28 | + float t = (1.0 - c) * 0.5; |
| 29 | + return float4x4 (c, 0, 0, 0, 0, c, 0, 0, 0, 0, c, 0, t, t, t, 1); |
| 30 | + } |
| 31 | + |
| 32 | + float3 RGBToHSV(float3 c) |
| 33 | + { |
| 34 | + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); |
| 35 | + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); |
| 36 | + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); |
| 37 | + float d = q.x - min( q.w, q.y ); |
| 38 | + float e = 1.0e-10; |
| 39 | + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); |
| 40 | + } |
| 41 | + |
| 42 | + float3 HSVToRGB( float3 c ) |
| 43 | + { |
| 44 | + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); |
| 45 | + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); |
| 46 | + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); |
| 47 | + } |
| 48 | + |
| 49 | + float3 Hue( float3 p, float v ) |
| 50 | + { |
| 51 | + p = RGBToHSV(p); |
| 52 | + p.x *= v; |
| 53 | + return HSVToRGB(p); |
| 54 | + } |
| 55 | + |
| 56 | + float3 Saturation( float3 p, float v ) |
| 57 | + { |
| 58 | + p = RGBToHSV(p); |
| 59 | + p.y *= v; |
| 60 | + return HSVToRGB(p); |
| 61 | + } |
| 62 | + |
| 63 | + float3 Contrast( float3 p, float v ) |
| 64 | + { |
| 65 | + return mul(float4(p,1.0), contrastMatrix(v)).rgb; |
| 66 | + } |
| 67 | + |
| 68 | + struct Input |
| 69 | + { |
| 70 | + float2 uv_MainTex; |
| 71 | + float2 uv_BumpMap; |
| 72 | + float2 uv_MetallicGlossMap; |
| 73 | + }; |
| 74 | + |
| 75 | + void SurfaceShader (Input IN, inout SurfaceOutputStandard o) |
| 76 | + { |
| 77 | + float4 color = tex2D(_MainTex,IN.uv_MainTex) * _Color; |
| 78 | + color.rgb = Hue(color.rgb, _Hue); |
| 79 | + color.rgb = Saturation(color.rgb, _Saturation); |
| 80 | + color.rgb = Contrast(color.rgb, _Contrast); |
| 81 | + o.Albedo = color; |
| 82 | + o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap)); |
| 83 | + o.Metallic = tex2D(_MetallicGlossMap, IN.uv_MetallicGlossMap).r; |
| 84 | + o.Smoothness = tex2D(_MetallicGlossMap, IN.uv_MetallicGlossMap).a; |
| 85 | + } |
| 86 | + |
| 87 | + ENDCG |
| 88 | + } |
| 89 | +} |
0 commit comments