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Copy pathToonShader.shader
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ToonShader.shader
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shader_type canvas_item;
uniform float nColors = 5;
uniform bool use_hsv = false;
vec3 lerp(vec3 colorone, vec3 colortwo, float value)
{
return (colorone + value*(colortwo-colorone));
}
vec3 RGBToHSV( vec3 RGB ){
vec4 k = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
vec4 p = RGB.g < RGB.b ? vec4(RGB.b, RGB.g, k.w, k.z) : vec4(RGB.gb, k.xy);
vec4 q = RGB.r < p.x ? vec4(p.x, p.y, p.w, RGB.r) : vec4(RGB.r, p.yzx);
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 HSVToRGB( vec3 HSV ){
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(HSV.xxx + k.xyz) * 6.0 - k.www);
return HSV.z * lerp(k.xxx, clamp(p - k.xxx, 0.0, 1.0), HSV.y);
}
void fragment(){
vec2 uv = UV;
vec3 tc = texture(TEXTURE, uv).rgb;
float cutColor = 1./nColors;
if (use_hsv){
tc = RGBToHSV(tc);
vec2 target_c = cutColor*floor(tc.gb/cutColor);
tc = HSVToRGB(vec3(tc.r,target_c));
}
else{
tc = cutColor*floor(tc/cutColor);
}
COLOR = vec4(tc, 1.0);
}