Hi there,
Can some of you Shader Coding Ninja’s please help me with my problem. I have been looking around and just can’t figure it out by myself.
Basically i want to add a Alpha property to the shader below which is a HSV Shader which i found in the forums.
Many thanks in advance to you Ninja’s out there.
Shader "Custom/HSVShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_HueShift("HueShift", Float ) = 0
_Sat("Saturation", Float) = 1
_Val("Value", Float) = 1
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType" = "Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
float3 shift_col(float3 RGB, float3 shift)
{
float3 RESULT = float3(RGB);
float VSU = shift.z*shift.y*cos(shift.x*3.14159265/180);
float VSW = shift.z*shift.y*sin(shift.x*3.14159265/180);
RESULT.x = (.299*shift.z+.701*VSU+.168*VSW)*RGB.x
+ (.587*shift.z-.587*VSU+.330*VSW)*RGB.y
+ (.114*shift.z-.114*VSU-.497*VSW)*RGB.z;
RESULT.y = (.299*shift.z-.299*VSU-.328*VSW)*RGB.x
+ (.587*shift.z+.413*VSU+.035*VSW)*RGB.y
+ (.114*shift.z-.114*VSU+.292*VSW)*RGB.z;
RESULT.z = (.299*shift.z-.3*VSU+1.25*VSW)*RGB.x
+ (.587*shift.z-.588*VSU-1.05*VSW)*RGB.y
+ (.114*shift.z+.886*VSU-.203*VSW)*RGB.z;
return (RESULT);
}
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
sampler2D _MainTex;
float _HueShift;
float _Sat;
float _Val;
half4 frag(v2f i) : COLOR
{
half4 col = tex2D(_MainTex, i.uv);
float3 shift = float3(_HueShift, _Sat, _Val);
return half4( half3(shift_col(col, shift)), col.a);
}
ENDCG
}
}
Fallback "Particles/Alpha Blended"
}