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@onotchi
Created May 11, 2017 13:36
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指定色を残すイメージエフェクト
using UnityEngine;
namespace Onoty3D
{
[ExecuteInEditMode]
public class OnePointColorEffect : MonoBehaviour
{
public Material Material;
public Color TargetColor = Color.white;
[Range(0, 0.5f)]
public float Near = 0.1f;
// Use this for initialization
private void Start()
{
}
// Update is called once per frame
private void Update()
{
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
this.Material.SetColor("_TargetColor", this.TargetColor);
this.Material.SetFloat("_Near", this.Near);
Graphics.Blit(source, destination, this.Material);
}
}
}
Shader "Onoty3D/OnePointColorEffect"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_TargetColor("Target Color", Color) = (1,0,0)
_Near("Near", Range(0, 0.5)) = 0.1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
fixed GetHue(fixed3 rgb) {
fixed hue = 0;
fixed minValue = min(rgb.r, min(rgb.g, rgb.b));
fixed maxValue = max(rgb.r, max(rgb.g, rgb.b));
fixed delta = maxValue - minValue;
if (delta != 0) {
if (maxValue == rgb.r) {
hue = (rgb.g - rgb.b) / delta;
}
else if (maxValue == rgb.g) {
hue = 2.0 + (rgb.b - rgb.r) / delta;
}
else {
hue = 4.0 + (rgb.r - rgb.g) / delta;
}
hue /= 6.0;
if (hue < 0) {
hue += 1.0;
}
}
return hue;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed3 _TargetColor;
fixed _Near;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed distance = GetHue(col.rgb) - GetHue(_TargetColor);
if (distance > 0.5) {
distance = 1.0 - distance;
}
else if (distance < -0.5) {
distance = 1.0 + distance;
}
else {
distance = abs(distance);
}
if (distance > _Near)
{
fixed gray = ((col.r + col.g + col.b) / 3.0);
col.r = gray;
col.g = gray;
col.b = gray;
}
return col;
}
ENDCG
}
}
}
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