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- Shader "Hidden/Universal Render Pipeline/Editor/CurveBackground"
- {
- CGINCLUDE
- #pragma target 3.0
- #include "UnityCG.cginc"
- float _DisabledState;
- float3 HsvToRgb(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);
- }
- float4 FragHue(v2f_img i) : SV_Target
- {
- float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2));
- float4 color = float4((0.0).xxx, 1.0);
- color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y));
- color.rgb += GammaToLinearSpace(0.15).xxx;
- return float4(color.rgb, color.a * _DisabledState);
- }
- float4 FragSat(v2f_img i) : SV_Target
- {
- float4 color = float4((0.0).xxx, 1.0);
- float sat = i.uv.x / 2;
- color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y));
- color.rgb += GammaToLinearSpace(0.15).xxx;
- return float4(color.rgb, color.a * _DisabledState);
- }
- ENDCG
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- // (0) Hue
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment FragHue
- ENDCG
- }
- // (1) Sat/lum
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment FragSat
- ENDCG
- }
- }
- }
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