Init
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Shader "Hidden/RGBToHSVNode"
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{
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Properties
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{
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_A ( "_RGB", 2D ) = "white" {}
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "Preview.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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uniform sampler2D _A;
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float3 RGBToHSV(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
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float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
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float d = q.x - min( q.w, q.y );
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float e = 1.0e-10;
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return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float4 frag ( v2f_img i ) : SV_Target
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{
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float3 rgb = tex2D ( _A, i.uv ).rgb;
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return float4( RGBToHSV(rgb), 1 );
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}
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ENDCG
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}
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}
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}
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