HSV Adjustment
Just a simple hsv ajustment shader
Shader code
shader_type canvas_item;
uniform float h: hint_range(0,1) = 1;
uniform float s: hint_range(0,1) = 1;
uniform float v: hint_range(0,1) = 1;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void fragment() {
vec4 col = texture(TEXTURE, UV);
col.rgb = hsv2rgb(rgb2hsv(col.rgb) * vec3(h, s, v));
COLOR = col;
}
can you kinda explain how to use this shader? i created a shader in colorrect and pasted the code in there but nothing happens
Use shader params in the material
Nice! However, I would suggest changing the ranges for your uniforms.
For hue, a range of -2PI to 1 seems to work.
Saturation works from 0 to 2.
Value also works from 0 to 2.
Thank you very much!