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Color Shenanigans

This is a simple screen space shader that lets you change various color properties. Think of it like some sort of post processing effect for your avatar/world.

Installation

Simply drag the unity package into the file browser of your project.
The files will be added to: Assets/Kokos/Shaders/Color Shenanigans

Usage

This shader generates a "full screen quad" on the screen on which the effects are applied to. This quad will only be active when the domain is seen by the camera. Meaning, as long as an object (with this shader applied to it) is rendered (seen), the effects are active.

The package contains a prefab (Color Shenanigans Prefab) you can drag and drop into the hierarchy to test. It is a simple qube (2.5 x 2.5 x 2.5) with a material using the shader.

Each effect has a toggle to deactivate it. It is recommended to have everything you do not need turned off.
The toggles as well as every other parameter can be animated.

The effects are applied sequentially in the order in which they are listed in the UI.

Properties

PropertyTypeDescriptionDefault
Global Intensity (_Intensity)Range(0, 1)Controls the intensity of all effects1.0
WobbleIntensityX (_WobbleIntensityX)Range(0, 0.1)Horizontal effect strength0.01
WobbleIntensityY (_WobbleIntensityY)Range(0, 0.1)Vertical effect strength0.01
NoiseTex (_NoiseTex)2DTexture used for distortion (Utilizes the red channel of given texture)"white"
Panning (_NoiseTexSpeed)VectorPanning speed (X/Y)(0.05, 0.05, 0, 0)
ChromaAmount (_ChromaAmount)Range(0, 0.05)Effect intensity0.02
Blur (_Blur)Range(0, 1)Effect intensity0.1
Steps (_Steps)FloatNumer of posterization steps1
Color (_Color)ColorOverlay color(1,1,1,1)
ColorIntensity (_ColorIntensity)Range(0, 1)Effect intensity0.5
Hue (_Hue)Range(0, 1)Hue shift0.25
Saturation (_Saturation)Range(-1, 1)Color caturation0.25
Value (_Value)Range(-1, 1)Brightness0.25
ReplacementSource (_ReplacementSource)Range(0, 1)Hue to be replaced0.5
ReplacementTarget (_ReplacementTarget)Range(0, 1)Replacement Hue0.5
ReplacementThreshold (_ReplacementThreshold)Range(0, 1)Determines how "aggresive" the effect is applied0.5
DesaturationTarget (_DesaturationTarget)Range(0, 1)This hue will remain while everything else will be desaturated0.0
DesaturationIntensity (_DesaturationIntensity)Range(0, 1)Effect intensity0.0
InvertEnabled (_InvertEnabled)Range(0, 1)Invert colors0
ScanlineIntensity (_ScanlineIntensity)Range(0, 1)Effect intensity0.5
ScanlineSize (_ScanlineSize)FloatNumber of lines shown on screen200
RenderQueueOffset (_Pender_QueueOffset)IntOffsets the render queue (+/-)0

Tipps

Sometimes you may encounter other emissive objects to appear extremely bright when certain effects are applied. In this case you need to change the render queue offset.

Image