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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#pragma vertex vert_img
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#pragma fragment frag
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uniform sampler2D _A;
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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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float4 K = float4( 0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0 );
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float4 p = lerp ( float4( rgb.bg, K.wz ), float4( rgb.gb, K.xy ), step ( rgb.b, rgb.g ) );
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float4 q = lerp ( float4( p.xyw, rgb.r ), float4( rgb.r, p.yzx ), step ( p.x, rgb.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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float3 rgbTohsv = float3( abs ( q.z + ( q.w - q.y ) / ( 6.0 * d + e ) ), d / ( q.x + e ), q.x );
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return float4( GammaToLinearSpace(rgbTohsv), 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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