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@MattRix
Created March 16, 2021 23:45
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ColorSwap for Futile
Shader "Futile/ColorSwap"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_ColorR ("Red Replacement Color", Color) = (1,0,0,1)
_ColorG ("Green Replacement Color", Color) = (0,1,0,1)
_ColorB ("Blue Replacement Color", Color) = (0,0,1,1)
}
Category
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
//Alphatest Greater 0
Blend SrcAlpha OneMinusSrcAlpha
Fog { Color(0,0,0,0) }
Lighting Off
Cull Off //we can turn backface culling off because we know nothing will be facing backwards
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _ColorR;
float4 _ColorG;
float4 _ColorB;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
fixed4 col = tex2D (_MainTex,IN.uv);
fixed4 result = col.r*_ColorR + col.g*_ColorG + col.b *_ColorB;
result.rgb *= col.a;
result.a = col.a;
return result;
}
ENDCG
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FColorSwapShader : FShader
{
private Color _colorR;
private Color _colorG;
private Color _colorB;
public FColorSwapShader(Color? colorR = null, Color? colorG = null, Color? colorB = null) : base("ColorSwapShader", Shader.Find("Futile/ColorSwap"))
{
_colorR = colorR ?? Color.red;
_colorG = colorG ?? Color.green;
_colorB = colorB ?? Color.blue;
needsApply = true;
}
override public void Apply(Material mat)
{
mat.SetColor("_ColorR",_colorR);
mat.SetColor("_ColorG",_colorG);
mat.SetColor("_ColorB",_colorB);
}
public Color colorR
{
get => _colorR;
set {if(_colorR != value) {_colorR = value; needsApply = true;}}
}
public Color colorG
{
get => _colorG;
set {if(_colorG != value) {_colorG = value; needsApply = true;}}
}
public Color colorB
{
get => _colorB;
set {if(_colorB != value) {_colorB = value; needsApply = true;}}
}
}
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