2025-12-11 13:14:43 +01:00

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