Shader "Hidden/HD PostProcessing/Editor/CurveBackground" { CGINCLUDE #pragma target 3.0 #include "UnityCG.cginc" float _DisabledState; float3 HsvToRgb(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float4 FragHue(v2f_img i) : SV_Target { float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2)); float4 color = float4((0.0).xxx, 1.0); color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y)); color.rgb += GammaToLinearSpace(0.15).xxx; return float4(color.rgb, color.a * _DisabledState); } float4 FragSat(v2f_img i) : SV_Target { float4 color = float4((0.0).xxx, 1.0); float sat = i.uv.x / 2; color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y)); color.rgb += GammaToLinearSpace(0.15).xxx; return float4(color.rgb, color.a * _DisabledState); } ENDCG SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Cull Off ZWrite Off ZTest Always // (0) Hue Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragHue ENDCG } // (1) Sat/lum Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragSat ENDCG } } }