Working color picker UI

This commit is contained in:
2020-07-22 22:37:16 -07:00
parent e57bed6ed9
commit 10da3dd402
28 changed files with 515 additions and 591 deletions

View File

@ -1,10 +1,14 @@
Shader "ConformalDecals/UI/HSLSquare"
Shader "ConformalDecals/UI/HSV Square"
{
Properties
{
_Hue("Hue", Range(0,1)) = 0
_Color("Color", Color) = (0,0,0,0)
_Radius("Radius", Float) = 4
_OutlineGradient("Outline Gradient Step", Range (0, 1)) = 0.6
_OutlineOpacity("Outline Opacity", Range (0, 0.5)) = 0.1
_OutlineWidth("Outline Width", Float) = 3
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
@ -57,10 +61,14 @@ Shader "ConformalDecals/UI/HSLSquare"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
float _Hue;
float _Radius;
float4 _ClipRect;
float _Radius;
float4 _Color;
float _OutlineGradient;
float _OutlineOpacity;
float _OutlineWidth;
struct appdata
{
float4 vertex : POSITION;
@ -90,7 +98,13 @@ Shader "ConformalDecals/UI/HSLSquare"
color.a = saturate(0.5 - sdRoundedUVBox(i.uv, _Radius));
color.rgb = HSL2RGB(float3(_Hue, i.uv.x, i.uv.y));
color.rgb = HSV2RGB(float3(_Color.x, i.uv.x, i.uv.y));
float rrect = sdRoundedUVBox(i.uv, _Radius);
float gradient = smoothstep(_OutlineGradient, 1 - _OutlineGradient, i.uv.y);
float outlineOpacity = _OutlineOpacity * smoothstep(-1*_OutlineWidth, 0, rrect);
color.rgb = lerp(color.rgb, gradient, outlineOpacity);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);