Shader "ColorPicker/ColorSaturationBrightness" {
Properties {
_Color ("Main Color", Color) = (0.75,0.15,0.56,1)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
// vertex input: position, UV
struct appdata {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct pos_output {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
pos_output vert(appdata v) {
pos_output o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = float4(v.texcoord.xy, 0, 0);
return o;
}
half4 frag(pos_output o) : COLOR {
half4 c = o.uv.y + (_Color - 1)*o.uv.x;
return c;
}
ENDCG
}
}
}