![shift shader shift shader](https://i.ytimg.com/vi/3Jyu1Ahx5rE/hqdefault.jpg)
![shift shader shift shader](https://i.redd.it/l6o1gtp5yhv01.jpg)
This covers the majority of HSV needs, so it’s understandable that they didn’t provide nodes giving you raw access to all the HSV values. It does RGB to HSV, adjusts the hue, then converts back, all internal to the node. The drawback is, you might not be able to tune the exact color you want, also, maybe this shader is still quite expensive. Unity’s shader graph includes one node called Hue. <-original texture (I remade it for this post) This shader is used for creating different hair/eye color options in the project! xD Gradient shift shader (palette-cycling-like) 1.0 Shaders 3.2 Community. The amount of calculation effort is greatly reduced. I.e., pixels with low saturation would be less affected, that’s why you see the white, grey and black area remains.
#Shift shader code#
What I’ve done in the shader code is to calculate the delta value of R,G and B, and then use the delta value as a factor to control how the pixel is being affected by the input color. Basically the shader uses the YIQ color mode. Notice that the shader might warn you and you have to add a line “#pragma target 3.0” which declares it is expensive!įor the project I am currently working on in my company, I tried to use a stupid approach to achieve this.įixed4 tex = tex2D(_MainTex, i.texcoord) If you want to have the Ctrl+U Hue/Saturation Setting in photoshop, you might look at Īll you have to do it to convert the current pixel RGB to HSV, shifting the Hue / Saturation / Brightness values with your input parameter, and then convert the HSV back to RGB for output. Multiply makes everything darker, you cannot keep a part of texture to remain white, unless the shader lets you to have the alpha channel specifying which area would be affected. “Color Tint” is an usual setting appeared in shaders, which normally doing the multiply effect to textures.