Net.Like.Xue.Tokyo/Assets/Plugins/RapidIcon/Shaders/PostProcessing/HSV.shader

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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
}
}
}