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- Shader "Sprites/SpriteHSV"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _HSVTint ("HSV Tint", Vector) = (1,1,1,1)
- _IsNight ("Is Night",Float) = 0.0
- }
- 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 vert
- #pragma fragment frag
- #pragma shader_feature ETC1_EXTERNAL_ALPHA
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- fixed4 _HSVTint;
- float _IsNight;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color;
- return OUT;
- }
- sampler2D _MainTex;
- fixed4 SampleSpriteTexture (float2 uv)
- {
- fixed4 color = tex2D (_MainTex, uv);
- return color;
- }
- float3 hsv2rgb(float3 c)
- {
- c.x/=360.0;
- c.y/=100.0;
- c.z/=100.0;
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.rrr + K.rgb) * 6.0 - K.www);
- return c.b * lerp(K.rrr, clamp(p - K.rrr, 0.0, 1.0), c.g);
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture (IN.texcoord);
- c.rgb *= c.a;
- if(_IsNight>0.5){
- float f = dot(c.rgb,float3(0.3, 0.59, 0.11));
- c.rgb = f*hsv2rgb(_HSVTint.rgb);
- //c.rgb = float3(1.0,1.0,0.0)*float3(f,f,f);
- }
- return c;
- }
- ENDCG
- }
- }
- }
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