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Documentation~/README.md
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Documentation~/README.md
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# Mixbox for Unity
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Open `Window` > `Package Manager` and choose ` + ` > `Add packge from git URL...`:
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```
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https://github.com/scrtwpns/mixbox.git#upm
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```
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## Script
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```csharp
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using UnityEngine;
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using Scrtwpns.Mixbox;
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public class NewBehaviourScript : MonoBehaviour
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{
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void Start()
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{
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Color color1 = new Color(0.0f, 0.129f, 0.522f); // blue
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Color color2 = new Color(0.988f, 0.827f, 0.0f); // yellow
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float t = 0.5f; // mixing ratio
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Color colorMix = Mixbox.Lerp(color1, color2, t);
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Debug.Log(colorMix);
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}
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}
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```
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```csharp
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Color MixThree(Color color1, Color color2, Color color3)
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{
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MixboxLatent z1 = Mixbox.RGBToLatent(color1);
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MixboxLatent z2 = Mixbox.RGBToLatent(color2);
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MixboxLatent z3 = Mixbox.RGBToLatent(color3);
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// mix 30% of color1, 60% of color2, and 10% of color3
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MixboxLatent zMix = 0.3f*z1 + 0.6f*z2 + 0.1f*z3;
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Color colorMix = Mixbox.LatentToRGB(zMix);
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return colorMix;
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}
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```
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## Shader
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```ShaderLab
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Shader "MixboxHelloShader"
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{
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Properties
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{
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[NoScaleOffset] _MixboxLUT ("Mixbox LUT", 2D) = "white" {} // assign "Packages/Mixbox/Textures/MixboxLUT.png"
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_Color1 ("Color 1", Color) = (0, 0.129, 0.522, 1) // blue
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_Color2 ("Color 2", Color) = (0.988, 0.827, 0, 1) // yellow
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MixboxLUT;
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#include "Packages/com.scrtwpns.mixbox/ShaderLibrary/Mixbox.cginc"
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fixed4 _Color1;
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fixed4 _Color2;
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struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
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struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return MixboxLerp(_Color1, _Color2, i.uv.x);
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}
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ENDCG
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}
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}
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}
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```
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```hlsl
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float3 MixThree(float3 rgb1, float3 rgb2, float3 rgb3)
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{
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MixboxLatent z1 = MixboxRGBToLatent(rgb1);
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MixboxLatent z2 = MixboxRGBToLatent(rgb2);
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MixboxLatent z3 = MixboxRGBToLatent(rgb3);
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// mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
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MixboxLatent zMix = 0.3*z1 + 0.6*z2 + 0.1*z3;
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float3 rgbMix = MixboxLatentToRGB(zMix);
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return rgbMix;
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}
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```
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<p align="center">
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<img src="https://scrtwpns.com/mixbox/unity/mixboxlut-howto.png"/>
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</p>
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## URP Shader
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```ShaderLab
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Shader "Mixbox/Mixbox URP Sample Shader"
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{
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Properties
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{
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[NoScaleOffset] _MixboxLUT ("Mixbox LUT", 2D) = "white" {} // assign "Packages/Mixbox/Textures/MixboxLUT.png"
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_Color1 ("Color 1", Color) = (0, 0.129, 0.522, 1) // blue
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_Color2 ("Color 2", Color) = (0.988, 0.827, 0, 1) // yellow
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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TEXTURE2D(_MixboxLUT);
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SAMPLER(sampler_MixboxLUT);
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#include "Packages/com.scrtwpns.mixbox/ShaderLibrary/Mixbox.hlsl"
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struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; };
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struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; };
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CBUFFER_START(UnityPerMaterial)
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half4 _Color1;
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half4 _Color2;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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return MixboxLerp(_Color1, _Color2, IN.uv.x);
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}
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ENDHLSL
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}
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}
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}
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```
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## Shader Graph
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<p align="center">
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<img src="https://scrtwpns.com/mixbox/unity/shadergraph_.png"/>
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</p>
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