Unity HSV色彩模式下 校色Shader

该Shader的工作原理是将RGB模式的色彩转化成HSV模式,然后通过调整HSV的H,产生色相偏移,通过调整S调整饱和度,通过V调整色调,最后再将HSV模式色彩转换成RGB模式。

Shader "FirstDream/ColorGradation_HSV" {
    Properties{
        _MainTex("MainTex (RGB)", 2D) = "white" {}
        //Hue负责调整色相偏移. _Saturation ,_Value 负责调整画面整体的饱和度和色调
        _Hue("Hue", Range(0,359)) = 0
        _Saturation("Saturation", Range(0,3.0)) = 1.0
        _Value("Value", Range(0,3.0)) = 1.0
    }

    SubShader{
        Pass{
        Tags{ "RenderType" = "Opaque" }
        LOD 200

        Lighting Off

        CGPROGRAM
        #pragma vertex vert_img
        #pragma fragment frag
        #include "UnityCG.cginc"


        sampler2D _MainTex;
        half _Hue;
        half _Saturation;
        half _Value;

        struct Input {
            float2 uv_MainTex;
        };

        //RGB to HSV
        float3 RGB2HSV(float3 rgb)
        {
            float3 hsv;
            float _max=max(rgb.x,max(rgb.y,rgb.z));
            float _min=min(rgb.x,min(rgb.y,rgb.z));

            if (rgb.x == _max)
            {
                hsv.x = (rgb.y - rgb.z) / (_max - _min);
            }
            if (rgb.y == _max)
            {
                hsv.x = 2 + (rgb.z - rgb.x) / (_max - _min);
            }
            if (rgb.z == _max)
            {
                hsv.x = 4 + (rgb.x - rgb.y) / (_max - _min);
            }
            hsv.x = hsv.x * 60.0;
            if (hsv.x < 0)
                hsv.x = hsv.x + 360;
            hsv.z = _max;
            hsv.y = (_max - _min) / _max;
            return hsv;
        }

        //HSV to RGB
        float3 HSV2RGB(float3 hsv)
        {
            float R,G,B;
            if (hsv.y == 0)
            {
                R = G = B = hsv.z;
            }
            else
            {
                hsv.x = hsv.x / 60.0;
                int i = (int)hsv.x;
                float f = hsv.x - (float)i;
                float a = hsv.z * (1 - hsv.y);
                float b = hsv.z * (1 - hsv.y * f);
                float c = hsv.z * (1 - hsv.y * (1 - f));
                switch (i)
                {
                case 0: R = hsv.z; G = c; B = a;
                    break;
                case 1: R = b; G = hsv.z; B = a;
                    break;
                case 2: R = a; G = hsv.z; B = c;
                    break;
                case 3: R = a; G = b; B = hsv.z;
                    break;
                case 4: R = c; G = a; B = hsv.z;
                    break;
                case 5: R = hsv.z; G = a; B = b;
                    break;
                }
            }
            return float3(R,G,B);
        }

        fixed4 frag(v2f_img i) : SV_Target
        {
            fixed4 original = tex2D(_MainTex, i.uv);    //获取原始贴图颜色

            float3 colorHSV;
            colorHSV.xyz = RGB2HSV(original.xyz);   //转换为HSV
            colorHSV.x += _Hue; //调整 色相 ,实现色相偏移
            colorHSV.x = colorHSV.x % 360;    //超过360的值从0开始

            colorHSV.y *= _Saturation;  //调整饱和度
            colorHSV.z *= _Value;//调整色调

            original.xyz = HSV2RGB(colorHSV.xyz);   //将调整后的HSV,转换为RGB颜色

            return original;
        }
            ENDCG
        }
        }
        FallBack "Diffuse"
}
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