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@heyjoeway
Last active April 19, 2023 02:18
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Palette Cycle Shader (Unity)
Shader "Custom/PaletteCycle"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
colorMap ("Color Map", 2D) = "white" {}
_CycleSpeed ("Cycle Speed", Float) = 200
[Toggle]
_Lerp ("Linear Interpolation", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
// No culling or depth
Cull Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex, colorMap;
float _CycleSpeed;
float4 colorMap_TexelSize;
float _Lerp;
fixed4 frag (v2f i) : SV_Target {
uint maxPaletteLength = 32;
bool doLerp = _Lerp == 1;
// Yes, w and z are the correct properties.
// https://docs.unity3d.com/Manual/SL-PropertiesInPrograms.html
uint colorMapHeight = colorMap_TexelSize.w;
uint colorMapWidth = colorMap_TexelSize.z;
float rowHeight = 1.0 / (float)colorMapHeight; // height of each color map row in fraction of texture height
uint cycleLength = colorMapHeight - 1;
float cyclePositionRaw = fmod(_Time[0] * _CycleSpeed, cycleLength); // (used for lerp)
uint cyclePosition = floor(cyclePositionRaw); // index of current cycle line (index line ignored)
uint cyclePositionNext = (cyclePosition + 1) % cycleLength; // index of next cycle line (index line ignored)
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 colorResult;
fixed4 colorResultNext;
// Search through the index of the color map and try to find a color that matches the current pixel.
for (uint index = 0; index < maxPaletteLength; index++) {
if (index >= colorMapWidth) break;
fixed4 colMapIndex = tex2D( // Current color in color map index
colorMap,
float2(
(float)index / colorMapWidth,
1
)
);
if (all(col.rgb == colMapIndex.rgb)) { // Did we find a matching color?
// If so, grab the replacement color for the cycle
colorResult = tex2D(
colorMap,
float2(
(float)index / colorMapWidth,
1 - rowHeight - (rowHeight * cyclePosition)
)
);
colorResult = fixed4(
colorResult.r,
colorResult.g,
colorResult.b,
col.a
);
if (!doLerp) return colorResult;
// If we aren't interpolating the cycle, we stop here
colorResultNext = tex2D(
colorMap,
float2(
(float)index / colorMapWidth,
1 - rowHeight - (rowHeight * cyclePositionNext)
)
);
colorResultNext = fixed4(
colorResultNext.r,
colorResultNext.g,
colorResultNext.b,
col.a
);
float lerpAmt = cyclePositionRaw - cyclePosition;
return lerp(
colorResult,
colorResultNext,
lerpAmt
);
}
}
return col;
}
ENDCG
}
}
}
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