I have been trying to make a shader that allows me to rotate the hue of a texture. I found one posted by gnoblin on this thread that performs that function perfectly. However as it is it does not support an alpha channel. I tried merging lines from some transparent shaders but in my ignorance had no luck.

If anyone can help me out or point me to some learning resources, I’d really appreciate it!

The shader I’m working with below:

```
Shader "HSB_HSV_Colorpicker" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_HueShift("HueShift", Float) = 0
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
float3 rgb_to_hsv_no_clip(float3 RGB)
{
float3 HSV;
float minChannel, maxChannel;
if (RGB.x > RGB.y) {
maxChannel = RGB.x;
minChannel = RGB.y;
}
else {
maxChannel = RGB.y;
minChannel = RGB.x;
}
if (RGB.z > maxChannel) maxChannel = RGB.z;
if (RGB.z < minChannel) minChannel = RGB.z;
HSV.xy = 0;
HSV.z = maxChannel;
float delta = maxChannel - minChannel; //Delta RGB value
if (delta != 0) { // If gray, leave H & S at zero
HSV.y = delta / HSV.z;
float3 delRGB;
delRGB = (HSV.zzz - RGB + 3*delta) / (6.0*delta);
if ( RGB.x == HSV.z ) HSV.x = delRGB.z - delRGB.y;
else if ( RGB.y == HSV.z ) HSV.x = ( 1.0/3.0) + delRGB.x - delRGB.z;
else if ( RGB.z == HSV.z ) HSV.x = ( 2.0/3.0) + delRGB.y - delRGB.x;
}
return (HSV);
}
float3 hsv_to_rgb(float3 HSV)
{
float3 RGB = HSV.z;
float var_h = HSV.x * 6;
float var_i = floor(var_h); // Or ... var_i = floor( var_h )
float var_1 = HSV.z * (1.0 - HSV.y);
float var_2 = HSV.z * (1.0 - HSV.y * (var_h-var_i));
float var_3 = HSV.z * (1.0 - HSV.y * (1-(var_h-var_i)));
if (var_i == 0) { RGB = float3(HSV.z, var_3, var_1); }
else if (var_i == 1) { RGB = float3(var_2, HSV.z, var_1); }
else if (var_i == 2) { RGB = float3(var_1, HSV.z, var_3); }
else if (var_i == 3) { RGB = float3(var_1, var_2, HSV.z); }
else if (var_i == 4) { RGB = float3(var_3, var_1, HSV.z); }
else { RGB = float3(HSV.z, var_1, var_2); }
return (RGB);
}
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
float _HueShift;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
float3 hsv = rgb_to_hsv_no_clip(o.Albedo.xyz);
hsv.x+=_HueShift;
if ( hsv.x > 1.0 ) { hsv.x -= 1.0; }
o.Albedo = half3(hsv_to_rgb(hsv));
}
ENDCG
}
Fallback "Diffuse"
```

}