Mixbox for Unity
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> 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 |