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2026-04-30 00:53:30 +02:00

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// 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
}
}
}