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using System.Reflection; |
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using UnityEngine; |
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using UnityEditor.Graphing; |
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using UnityEditor.ShaderGraph.Drawing.Controls; |
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[Title("Art/Adjustments/Hue")] |
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public enum HueMode |
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{ |
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Degrees, |
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Normalized |
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}; |
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[Title("Artistic/Adjustment/Hue")] |
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public class HueNode : CodeFunctionNode |
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{ |
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public HueNode() |
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[SerializeField] |
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private HueMode m_HueMode = HueMode.Degrees; |
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[EnumControl("Range")] |
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public HueMode hueMode |
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{ |
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get { return m_HueMode; } |
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set |
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{ |
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if (m_HueMode == value) |
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return; |
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m_HueMode = value; |
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if(onModified != null) |
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{ |
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onModified(this, ModificationScope.Graph); |
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} |
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} |
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} |
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return GetType().GetMethod("Unity_Hue", BindingFlags.Static | BindingFlags.NonPublic); |
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switch(m_HueMode) |
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{ |
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case HueMode.Normalized: |
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return GetType().GetMethod("Unity_Hue_Normalized", BindingFlags.Static | BindingFlags.NonPublic); |
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default: |
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return GetType().GetMethod("Unity_Hue_Degrees", BindingFlags.Static | BindingFlags.NonPublic); |
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} |
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} |
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static string Unity_Hue_Degrees( |
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[Slot(0, Binding.None)] Vector3 In, |
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[Slot(1, Binding.None)] Vector1 Hue, |
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[Slot(2, Binding.None)] out Vector3 Out) |
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{ |
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Out = Vector3.zero; |
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return |
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@"
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{ |
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// RGB to HSV
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{precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); |
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{precision}4 P = lerp({precision}4(In.bg, K.wz), {precision}4(In.gb, K.xy), step(In.b, In.g)); |
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{precision}4 Q = lerp({precision}4(P.xyw, In.r), {precision}4(In.r, P.yzx), step(P.x, In.r)); |
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{precision} D = Q.x - min(Q.w, Q.y); |
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{precision} E = 1e-10; |
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{precision}3 hsv = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); |
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{precision} hue = hsv.x + Hue / 360; |
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hsv.x = (hue < 0) |
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? hue + 1 |
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: (hue > 1) |
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? hue - 1 |
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: hue; |
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// HSV to RGB
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{precision}4 K2 = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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{precision}3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www); |
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y); |
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}";
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static string Unity_Hue( |
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[Slot(0, Binding.None)] Vector1 argument, |
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[Slot(1, Binding.None)] out Vector3 result) |
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static string Unity_Hue_Normalized( |
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[Slot(0, Binding.None)] Vector3 In, |
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Hue, |
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[Slot(2, Binding.None)] out Vector3 Out) |
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result = Vector3.zero; |
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Out = Vector3.zero; |
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{precision}4 K = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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{precision}3 P = abs(frac(argument.xxx + K.xyz) * 6.0 - K.www); |
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result = 1 * lerp(K.xxx, saturate(P - K.xxx), 1); |
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} |
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";
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// RGB to HSV
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{precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); |
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{precision}4 P = lerp({precision}4(In.bg, K.wz), {precision}4(In.gb, K.xy), step(In.b, In.g)); |
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{precision}4 Q = lerp({precision}4(P.xyw, In.r), {precision}4(In.r, P.yzx), step(P.x, In.r)); |
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{precision} D = Q.x - min(Q.w, Q.y); |
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{precision} E = 1e-10; |
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{precision}3 hsv = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); |
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{precision} hue = hsv.x + Hue; |
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hsv.x = (hue < 0) |
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? hue + 1 |
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: (hue > 1) |
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? hue - 1 |
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: hue; |
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// HSV to RGB
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{precision}4 K2 = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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{precision}3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www); |
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y); |
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}";
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} |
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} |
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} |