mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Add start of color picker and reorganize
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@ -1,7 +1,8 @@
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Shader "ConformalDecals/UI/HSLSlider"
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Shader "ConformalDecals/UI/ColorSlider"
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{
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Properties
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{
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_Color("Color", Color) = (0,0,0,0)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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@ -11,6 +12,13 @@ Shader "ConformalDecals/UI/HSLSlider"
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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[Toggle(HUE)] _Hue ("Hue", int) = 0
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[Toggle(RED)] _Red ("Red", int) = 0
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[Toggle(GREEN)] _Green ("Green", int) = 0
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[Toggle(BLUE)] _Blue ("Blue", int) = 0
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}
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SubShader
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{
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@ -52,8 +60,10 @@ Shader "ConformalDecals/UI/HSLSlider"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#pragma multi_compile_local HUE RED GREEN BLUE
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float4 _ClipRect;
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float4 _Color;
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struct appdata
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{
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@ -81,7 +91,22 @@ Shader "ConformalDecals/UI/HSLSlider"
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{
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// sample the texture
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fixed4 color = 1;
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#ifdef HUE
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color.rgb = HSL2RGB(float3(i.uv.y, 1, 0.5));
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#endif //HUE
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#ifdef RED
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color.rgb = float3(i.uv.x, _Color.g, _Color.b);
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#endif //RED
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#ifdef GREEN
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color.rgb = float3(_Color.r, i.uv.x, _Color.b);
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#endif //GREEN
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#ifdef BLUE
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color.rgb = float3(_Color.r, _Color.g, i.uv.x);
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#endif //BLUE
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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