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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124
Assets/Shaders/ColorSlider.shader
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124
Assets/Shaders/ColorSlider.shader
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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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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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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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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma require integers
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "HSL.cginc"
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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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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPosition = v.vertex;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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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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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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}
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