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-rw-r--r--Assets/Scripts/UIHsvModifier.cs170
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diff --git a/Assets/Scripts/UIHsvModifier.cs b/Assets/Scripts/UIHsvModifier.cs
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+++ b/Assets/Scripts/UIHsvModifier.cs
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+using System;
+using UnityEngine;
+using UnityEngine.Serialization;
+using UnityEngine.UI;
+
+
+namespace Coffee.UIEffects
+{
+ /// <summary>
+ /// HSV Modifier.
+ /// </summary>
+ [AddComponentMenu("UI/UIEffects/UIHsvModifier", 4)]
+ public class UIHsvModifier : BaseMaterialEffect
+ {
+ private const uint k_ShaderId = 6 << 3;
+ private static readonly ParameterTexture s_ParamTex = new ParameterTexture(7, 128, "_ParamTex");
+
+ [Header("Target")] [Tooltip("Target color to affect hsv shift.")] [SerializeField] [ColorUsage(false)]
+ Color m_TargetColor = Color.red;
+
+ [Tooltip("Color range to affect hsv shift [0 ~ 1].")] [SerializeField] [Range(0, 1)]
+ float m_Range = 0.1f;
+
+ [Header("Adjustment")] [Tooltip("Hue shift [-0.5 ~ 0.5].")] [SerializeField] [Range(-0.5f, 0.5f)]
+ float m_Hue;
+
+ [Tooltip("Saturation shift [-0.5 ~ 0.5].")] [SerializeField] [Range(-0.5f, 0.5f)]
+ float m_Saturation;
+
+ [Tooltip("Value shift [-0.5 ~ 0.5].")] [SerializeField] [Range(-0.5f, 0.5f)]
+ float m_Value;
+
+ /// <summary>
+ /// Target color to affect hsv shift.
+ /// </summary>
+ public Color targetColor
+ {
+ get { return m_TargetColor; }
+ set
+ {
+ if (m_TargetColor == value) return;
+ m_TargetColor = value;
+ SetEffectParamsDirty();
+ }
+ }
+
+ /// <summary>
+ /// Color range to affect hsv shift [0 ~ 1].
+ /// </summary>
+ public float range
+ {
+ get { return m_Range; }
+ set
+ {
+ value = Mathf.Clamp(value, 0, 1);
+ if (Mathf.Approximately(m_Range, value)) return;
+ m_Range = value;
+ SetEffectParamsDirty();
+ }
+ }
+
+ /// <summary>
+ /// Saturation shift [-0.5 ~ 0.5].
+ /// </summary>
+ public float saturation
+ {
+ get { return m_Saturation; }
+ set
+ {
+ value = Mathf.Clamp(value, -0.5f, 0.5f);
+ if (Mathf.Approximately(m_Saturation, value)) return;
+ m_Saturation = value;
+ SetEffectParamsDirty();
+ }
+ }
+
+ /// <summary>
+ /// Value shift [-0.5 ~ 0.5].
+ /// </summary>
+ public float value
+ {
+ get { return m_Value; }
+ set
+ {
+ value = Mathf.Clamp(value, -0.5f, 0.5f);
+ if (Mathf.Approximately(m_Value, value)) return;
+ m_Value = value;
+ SetEffectParamsDirty();
+ }
+ }
+
+ /// <summary>
+ /// Hue shift [-0.5 ~ 0.5].
+ /// </summary>
+ public float hue
+ {
+ get { return m_Hue; }
+ set
+ {
+ value = Mathf.Clamp(value, -0.5f, 0.5f);
+ if (Mathf.Approximately(m_Hue, value)) return;
+ m_Hue = value;
+ SetEffectParamsDirty();
+ }
+ }
+
+ /// <summary>
+ /// Gets the parameter texture.
+ /// </summary>
+ public override ParameterTexture paramTex
+ {
+ get { return s_ParamTex; }
+ }
+
+ public override Hash128 GetMaterialHash(Material material)
+ {
+ if (!isActiveAndEnabled || !material || !material.shader)
+ return k_InvalidHash;
+
+ return new Hash128(
+ (uint) material.GetInstanceID(),
+ k_ShaderId,
+ 0,
+ 0
+ );
+ }
+
+ public override void ModifyMaterial(Material newMaterial, Graphic graphic)
+ {
+ var connector = GraphicConnector.FindConnector(graphic);
+
+ newMaterial.shader = Shader.Find(string.Format("Hidden/{0} (UIHsvModifier)", newMaterial.shader.name));
+ paramTex.RegisterMaterial(newMaterial);
+ }
+
+ public override void ModifyMesh(VertexHelper vh, Graphic graphic)
+ {
+ if (!isActiveAndEnabled)
+ return;
+
+ var normalizedIndex = paramTex.GetNormalizedIndex(this);
+ var vertex = default(UIVertex);
+ var count = vh.currentVertCount;
+ for (var i = 0; i < count; i++)
+ {
+ vh.PopulateUIVertex(ref vertex, i);
+
+ vertex.uv0 = new Vector2(
+ Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
+ normalizedIndex
+ );
+ vh.SetUIVertex(vertex, i);
+ }
+ }
+
+ protected override void SetEffectParamsDirty()
+ {
+ float h, s, v;
+ Color.RGBToHSV(m_TargetColor, out h, out s, out v);
+
+ paramTex.SetData(this, 0, h); // param1.x : target hue
+ paramTex.SetData(this, 1, s); // param1.y : target saturation
+ paramTex.SetData(this, 2, v); // param1.z : target value
+ paramTex.SetData(this, 3, m_Range); // param1.w : target range
+ paramTex.SetData(this, 4, m_Hue + 0.5f); // param2.x : hue shift
+ paramTex.SetData(this, 5, m_Saturation + 0.5f); // param2.y : saturation shift
+ paramTex.SetData(this, 6, m_Value + 0.5f); // param2.z : value shift
+ }
+ }
+}