128 lines
3.5 KiB
Plaintext
128 lines
3.5 KiB
Plaintext
Shader "Unlit/CustomTopEdgeGradient"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_ColorA ("ColorA", color) = (1, 1, 1, 1)
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_ColorB ("ColorB", color) = (1, 1, 1, 1)
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_InterpolateSpeed ("Interpolate Speed", Range(0, 2)) = 1
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}
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// URP SubShader
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SubShader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.universal": "12.0"
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}
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Tags { "RenderType"="Transparent" "RenderQueue"="Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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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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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 localPos : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _ColorA;
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float4 _ColorB;
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float _EdgeHeight;
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float _Height;
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float _InterpolateSpeed;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = mul(UNITY_MATRIX_MVP, float4(v.vertex.xyz, 1.0));
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o.uv = v.uv * _MainTex_ST.xy + _MainTex_ST.zw;
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o.localPos = v.vertex.xyz;
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return o;
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}
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float4 frag (const v2f i) : SV_Target
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{
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const float4 texCol = tex2D(_MainTex, i.uv);
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const float yVal = 1;
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float percent = ((yVal + (_Time.y * _InterpolateSpeed)) % 2) - 1;
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percent = abs(percent);
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float4 gradient = lerp(_ColorA, _ColorB, percent) * texCol;
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return gradient;
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}
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ENDHLSL
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}
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}
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// Built-in Render Pipeline SubShader
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SubShader
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{
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Tags { "RenderType"="Transparent" "RenderQueue"="Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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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 "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 localPos : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _ColorA;
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float4 _ColorB;
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float _EdgeHeight;
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float _Height;
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float _InterpolateSpeed;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = mul(UNITY_MATRIX_MVP, float4(v.vertex.xyz, 1.0));
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o.uv = v.uv * _MainTex_ST.xy + _MainTex_ST.zw;
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o.localPos = v.vertex;
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return o;
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}
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float4 frag (const v2f i) : SV_Target
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{
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const float4 texCol = tex2D(_MainTex, i.uv);
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const float yVal = 1;
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float percent = ((yVal + (_Time.y * _InterpolateSpeed)) % 2) - 1;
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percent = abs(percent);
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float4 gradient = lerp(_ColorA, _ColorB, percent) * texCol;
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return gradient;
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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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