What are the functions of Hue and saturation in shader?
There are just shader functions. I use this effect for NGUI sprites. Sprite color (tint) is used for passing Hue, brightness, contrast, saturation. But this is my situation. Functions can be used in any other shader.
How to use hue shift shader in Unity?
Hue shift is a 3D-vector rotation. Creating quaternion and converting them to the matrix is much heavier than Rodrigues rotation formula. Use this shader and be happy. PrimalCoder, MaxPirat, cwmanley and 4 others like this. And how I supposed to use this? There are just shader functions. I use this effect for NGUI sprites.
How does fragment shader convert texture color to HSV?
What I’m doing in the fragment shader is converting the texture’s color to HSV, then I add the HSV color that I get from the vertex shader to it and I convert the color back to RGB. What am I doing wrong?
Do you do multiplication for saturation and brightness?
I still perform a multiplication for saturation and brightness because I get a weird behaviour otherwise, and I don’t really need incrementing them further than the original texture’s saturation or brightness at the moment. This is the main () method of the shader I’m using right now.
How to concatenate hue, saturation, brightness and saturation?
Build a 3×3 matrix (color transform) and apply it to your vec3 RGB color. The matrix can concatenate any number of operation in any order. And is not llimited hue (luminance preserving or not), levels, contrast, saturation, etc..
What’s the problem with hue shift in Unity?
The main problem was with the hue. Hue shift is a 3D-vector rotation. Creating quaternion and converting them to the matrix is much heavier than Rodrigues rotation formula. Use this shader and be happy. PrimalCoder, MaxPirat, cwmanley and 4 others like this. And how I supposed to use this? There are just shader functions.