194 lines
5.5 KiB
C#
194 lines
5.5 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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namespace Coffee.UIExtensions
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{
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/// <summary>
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/// HSV Modifier.
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/// </summary>
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[AddComponentMenu("UI/UIEffect/UIHsvModifier", 4)]
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public class UIHsvModifier : UIEffectBase
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{
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//################################
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// Constant or Static Members.
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//################################
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public const string shaderName = "UI/Hidden/UI-Effect-HSV";
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static readonly ParameterTexture _ptex = new ParameterTexture(7, 128, "_ParamTex");
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//################################
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// Serialize Members.
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//################################
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[Header("Target")]
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[Tooltip("Target color to affect hsv shift.")]
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[SerializeField][ColorUsage(false)] Color m_TargetColor = Color.red;
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[Tooltip("Color range to affect hsv shift [0 ~ 1].")]
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[SerializeField][Range(0, 1)] float m_Range = 0.1f;
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[Header("Adjustment")]
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[Tooltip("Hue shift [-0.5 ~ 0.5].")]
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[SerializeField][Range(-0.5f, 0.5f)] float m_Hue;
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[Tooltip("Saturation shift [-0.5 ~ 0.5].")]
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[SerializeField][Range(-0.5f, 0.5f)] float m_Saturation;
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[Tooltip("Value shift [-0.5 ~ 0.5].")]
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[SerializeField][Range(-0.5f, 0.5f)] float m_Value;
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//################################
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// Public Members.
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//################################
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/// <summary>
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/// Target color to affect hsv shift.
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/// </summary>
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public Color targetColor
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{
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get { return m_TargetColor; }
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set
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{
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if (m_TargetColor != value)
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{
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m_TargetColor = value;
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SetDirty();
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}
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}
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}
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/// <summary>
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/// Color range to affect hsv shift [0 ~ 1].
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/// </summary>
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public float range
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{
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get { return m_Range; }
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set
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{
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value = Mathf.Clamp(value, 0, 1);
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if (!Mathf.Approximately(m_Range, value))
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{
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m_Range = value;
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SetDirty();
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}
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}
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}
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/// <summary>
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/// Saturation shift [-0.5 ~ 0.5].
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/// </summary>
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public float saturation
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{
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get { return m_Saturation; }
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set
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{
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value = Mathf.Clamp(value, -0.5f, 0.5f);
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if (!Mathf.Approximately(m_Saturation, value))
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{
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m_Saturation = value;
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SetDirty();
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}
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}
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}
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/// <summary>
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/// Value shift [-0.5 ~ 0.5].
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/// </summary>
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public float value
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{
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get { return m_Value; }
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set
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{
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value = Mathf.Clamp(value, -0.5f, 0.5f);
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if (!Mathf.Approximately(m_Value, value))
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{
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m_Value = value;
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SetDirty();
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}
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}
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}
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/// <summary>
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/// Hue shift [-0.5 ~ 0.5].
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/// </summary>
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public float hue
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{
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get { return m_Hue; }
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set
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{
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value = Mathf.Clamp(value, -0.5f, 0.5f);
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if (!Mathf.Approximately(m_Hue, value))
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{
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m_Hue = value;
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SetDirty();
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}
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}
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}
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/// <summary>
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/// Gets the parameter texture.
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/// </summary>
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public override ParameterTexture ptex { get { return _ptex; } }
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#if UNITY_EDITOR
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protected override Material GetMaterial()
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{
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if (isTMPro)
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{
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return null;
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}
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return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName));
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}
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#endif
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/// <summary>
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/// Modifies the mesh.
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/// </summary>
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!isActiveAndEnabled)
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return;
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float normalizedIndex = ptex.GetNormalizedIndex(this);
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UIVertex vertex = default(UIVertex);
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int count = vh.currentVertCount;
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for (int i = 0; i < count; i++)
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{
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vh.PopulateUIVertex(ref vertex, i);
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vertex.uv0 = new Vector2(
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Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
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normalizedIndex
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);
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vh.SetUIVertex(vertex, i);
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}
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}
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protected override void SetDirty()
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{
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float h, s, v;
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Color.RGBToHSV(m_TargetColor, out h, out s, out v);
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foreach (var m in materials)
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{
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ptex.RegisterMaterial(m);
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}
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ptex.SetData(this, 0, h); // param1.x : target hue
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ptex.SetData(this, 1, s); // param1.y : target saturation
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ptex.SetData(this, 2, v); // param1.z : target value
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ptex.SetData(this, 3, m_Range); // param1.w : target range
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ptex.SetData(this, 4, m_Hue + 0.5f); // param2.x : hue shift
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ptex.SetData(this, 5, m_Saturation + 0.5f); // param2.y : saturation shift
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ptex.SetData(this, 6, m_Value + 0.5f); // param2.z : value shift
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}
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//################################
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// Private Members.
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//################################
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}
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}
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