Mixbox for Unity

Open Window > Package Manager and choose + > Add packge from git URL...:

https://github.com/scrtwpns/mixbox.git#upm

Script

using UnityEngine;
using Scrtwpns.Mixbox;

public class NewBehaviourScript : MonoBehaviour
{
    void Start()
    {
        Color color1 = new Color(0.0f, 0.129f, 0.522f); // blue
        Color color2 = new Color(0.988f, 0.827f, 0.0f); // yellow
        float t = 0.5f;                                 // mixing ratio

        Color colorMix = Mixbox.Lerp(color1, color2, t);

        Debug.Log(colorMix);
    }
}
Color MixThree(Color color1, Color color2, Color color3)
{
    MixboxLatent z1 = Mixbox.RGBToLatent(color1);
    MixboxLatent z2 = Mixbox.RGBToLatent(color2);
    MixboxLatent z3 = Mixbox.RGBToLatent(color3);

    // mix 30% of color1, 60% of color2, and 10% of color3
    MixboxLatent zMix = 0.3f*z1 + 0.6f*z2 + 0.1f*z3;

    Color colorMix = Mixbox.LatentToRGB(zMix);

    return colorMix;
}

Shader

Shader "MixboxHelloShader"
{
    Properties
    {
        [NoScaleOffset] _MixboxLUT ("Mixbox LUT", 2D) = "white" {} // assign "Packages/Mixbox/Textures/MixboxLUT.png"

        _Color1 ("Color 1", Color) = (0, 0.129, 0.522, 1) // blue
        _Color2 ("Color 2", Color) = (0.988, 0.827, 0, 1) // yellow
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            sampler2D _MixboxLUT;
            #include "Packages/com.scrtwpns.mixbox/ShaderLibrary/Mixbox.cginc"

            fixed4 _Color1;
            fixed4 _Color2;

            struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
            struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                return MixboxLerp(_Color1, _Color2, i.uv.x);
            }
            ENDCG
        }
    }
}
float3 MixThree(float3 rgb1, float3 rgb2, float3 rgb3)
{
    MixboxLatent z1 = MixboxRGBToLatent(rgb1);
    MixboxLatent z2 = MixboxRGBToLatent(rgb2);
    MixboxLatent z3 = MixboxRGBToLatent(rgb3);

    // mix together 30% of rgb1, 60% of rgb2, and 10% of rgb3
    MixboxLatent zMix = 0.3*z1 + 0.6*z2 + 0.1*z3;

    float3 rgbMix = MixboxLatentToRGB(zMix);

    return rgbMix;
}

URP Shader

Shader "Mixbox/Mixbox URP Sample Shader"
{
    Properties
    {
        [NoScaleOffset] _MixboxLUT ("Mixbox LUT", 2D) = "white" {} // assign "Packages/Mixbox/Textures/MixboxLUT.png"

        _Color1 ("Color 1", Color) = (0, 0.129, 0.522, 1) // blue
        _Color2 ("Color 2", Color) = (0.988, 0.827, 0, 1) // yellow
    }

    SubShader
    {
        Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }

        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            TEXTURE2D(_MixboxLUT);
            SAMPLER(sampler_MixboxLUT);

            #include "Packages/com.scrtwpns.mixbox/ShaderLibrary/Mixbox.hlsl"

            struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; };
            struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; };

            CBUFFER_START(UnityPerMaterial)
                half4 _Color1;
                half4 _Color2;
            CBUFFER_END

            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
                OUT.uv = IN.uv;
                return OUT;
            }

            half4 frag(Varyings IN) : SV_Target
            {
                return MixboxLerp(_Color1, _Color2, IN.uv.x);
            }
            ENDHLSL
        }
    }
}

Shader Graph

Pigment Colors

Pigment

RGB

Float RGB

Linear RGB

Cadmium Yellow

254, 236, 0

0.996, 0.925, 0.0

0.991, 0.839, 0.0

Hansa Yellow

252, 211, 0

0.988, 0.827, 0.0

0.973, 0.651, 0.0

Cadmium Orange

255, 105, 0

1.0, 0.412, 0.0

1.0, 0.141, 0.0

Cadmium Red

255, 39, 2

1.0, 0.153, 0.008

1.0, 0.02, 0.001

Quinacridone Magenta

128, 2, 46

0.502, 0.008, 0.18

0.216, 0.001, 0.027

Cobalt Violet

78, 0, 66

0.306, 0.0, 0.259

0.076, 0.0, 0.054

Ultramarine Blue

25, 0, 89

0.098, 0.0, 0.349

0.01, 0.0, 0.1

Cobalt Blue

0, 33, 133

0.0, 0.129, 0.522

0.0, 0.015, 0.235

Phthalo Blue

13, 27, 68

0.051, 0.106, 0.267

0.004, 0.011, 0.058

Phthalo Green

0, 60, 50

0.0, 0.235, 0.196

0.0, 0.045, 0.032

Permanent Green

7, 109, 22

0.027, 0.427, 0.086

0.002, 0.153, 0.008

Sap Green

107, 148, 4

0.42, 0.58, 0.016

0.147, 0.296, 0.001

Burnt Sienna

123, 72, 0

0.482, 0.282, 0.0

0.198, 0.065, 0.0