FateViewer/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_RGBToHSVNode.shader

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Shader "Hidden/RGBToHSVNode"
{
Properties
{
_A ( "_RGB", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float4 frag ( v2f_img i ) : SV_Target
{
float3 rgb = tex2D ( _A, i.uv ).rgb;
return float4( RGBToHSV(rgb), 1 );
}
ENDCG
}
}
}