Shader "RapidIcon/PostProcessing/HSV" { Properties { _MainTex("Texture", 2D) = "white" {} _Hue("Hue", range(0,1)) = 0 _Saturation("Saturation", range(0,1)) = 1 _Value("Value", range(0,1)) = 1 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _Hue; float _Saturation; float _Value; fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float pi = 3.14159265359; float U = cos(2*_Hue*pi); float W = sin(2*_Hue*pi); float4 newCol; newCol.r = (.299 + .701*U + .168*W)*col.r + (.587 - .587*U + .330*W)*col.g + (.114 - .114*U - .497*W)*col.b; newCol.g = (.299 - .299*U - .328*W)*col.r + (.587 + .413*U + .035*W)*col.g + (.114 - .114*U + .292*W)*col.b; newCol.b = (.299 - .3*U + 1.25*W)*col.r + (.587 - .588*U - 1.05*W)*col.g + (.114 + .886*U - .203*W)*col.b; float grayscale; grayscale = dot(float3(0.222, 0.707, 0.071), newCol); float3 desatCol; desatCol = float3(grayscale, grayscale, grayscale); col.rgb = lerp(desatCol, newCol.rgb, _Saturation)*_Value; return col; } ENDCG } } }