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Shader "Treesleeper/ThemeColorPickerPulse" | |
{ | |
Properties | |
{ | |
_MainTex ("Base Texture", 2D) = "black" {} // Base texture property | |
[IntRange]_ThemeColorIndex ("Theme Color Index", Range(0, 3)) = 0 // Theme color index property, range limited to 0-3, initialized to 0 | |
[IntRange]_Band("Band", Range(0, 3)) = 0 // Audio link band | |
[IntRange]_Smooth("Smoothing", Range (1, 15)) = 10 // Audio link smoothing | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#include "Packages/com.llealloo.audiolink/Runtime/Shaders/AudioLink.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
// Declare the _MainTex property | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _ThemeColorIndex; | |
float _Band; | |
float _Smooth; | |
v2f vert (appdata v) { | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target { | |
float2 uv = i.uv; | |
uint2 themeColorSet; | |
if (_ThemeColorIndex == 0) | |
themeColorSet = ALPASS_THEME_COLOR0; | |
else if (_ThemeColorIndex == 1) | |
themeColorSet = ALPASS_THEME_COLOR1; | |
else if (_ThemeColorIndex == 2) | |
themeColorSet = ALPASS_THEME_COLOR2; | |
else if (_ThemeColorIndex == 3) | |
themeColorSet = ALPASS_THEME_COLOR3; | |
// Get theme color from AudioLink | |
fixed3 themeColor = AudioLinkData(themeColorSet).rgb; | |
// Get the current band color from AudioLink | |
fixed bandColor; | |
if (_Smooth == 0) | |
bandColor = AudioLinkData(int2(0, clamp(_Band, 0, 3))).r; | |
else | |
bandColor = AudioLinkData( ALPASS_FILTEREDAUDIOLINK + int2(16 - _Smooth, clamp(_Band, 0, 3))).r; | |
// Sample the texture overlay | |
float4 col = tex2D(_MainTex, uv); | |
// Apply the color change, band sets alpha | |
themeColor = lerp(themeColor, col.rgb, 1.0 - bandColor.r); | |
return fixed4(themeColor, 1); // Return the final color | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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