mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
106 lines
3.1 KiB
GLSL
106 lines
3.1 KiB
GLSL
Shader "Blendmodes/Saturation"
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Properties)]
|
|
_MainTex ("Blend Texture", 2D) = "white" {}
|
|
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
|
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
|
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
|
|
|
//blending
|
|
|
|
[Header(Blending)]
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
|
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
|
|
|
// required for UI.Mask
|
|
[Header(Stencil)]
|
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
|
_Stencil ("Stencil ID", Float) = 0
|
|
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
|
LOD 100
|
|
Blend [_BlendSrc] [_BlendDst]
|
|
|
|
// required for UI.Mask
|
|
Stencil
|
|
{
|
|
Ref [_Stencil]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilOp]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
}
|
|
|
|
GrabPass
|
|
{
|
|
"_BackgroundTexture"
|
|
}
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
float4 vertex : SV_POSITION;
|
|
float4 color : COLOR;
|
|
float2 bguv : TEXCOORD1;
|
|
};
|
|
|
|
sampler2D _MainTex;
|
|
fixed4 _MainTex_ST;
|
|
fixed4 _Tint1;
|
|
fixed4 _Tint2;
|
|
fixed _Alpha;
|
|
|
|
sampler2D _BackgroundTexture;
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
|
o.color = v.color;
|
|
o.bguv = ComputeGrabScreenPos(o.vertex);
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
|
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
|
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
|
|
|
|
|
// perform blend
|
|
mainColor.xyz = Saturation(mainColor.xyz, blendColor.xyz);
|
|
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
|
mainColor.a = blendColor.a * _Alpha;
|
|
|
|
return mainColor;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|