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高さでグラデーションをかけるUnlitシェーダー
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| Shader "Unlit/HeightGradationUnlitShader" | |
| { | |
| Properties | |
| { | |
| _MainTex("Texture", 2D) = "white" {} | |
| _TopY("TopY", float) = 0.5 | |
| _TopColor("TopColor", Color) = (1, 1, 1, 1) | |
| _BottomY("BottomY", float) = -0.5 | |
| _BottomColor("BottomColor", Color) = (0, 0, 0, 1) | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" } | |
| LOD 100 | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| // make fog work | |
| #pragma multi_compile_fog | |
| #include "UnityCG.cginc" | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| struct v2f | |
| { | |
| float2 uv : TEXCOORD0; | |
| UNITY_FOG_COORDS(1) | |
| float4 vert_color : TEXCOORD2; | |
| float4 vertex : SV_POSITION; | |
| }; | |
| sampler2D _MainTex; | |
| float4 _MainTex_ST; | |
| half _TopY; | |
| half _BottomY; | |
| float4 _TopColor; | |
| float4 _BottomColor; | |
| v2f vert(appdata v) | |
| { | |
| v2f o; | |
| o.vertex = UnityObjectToClipPos(v.vertex); | |
| o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
| half t = (v.vertex.y - _BottomY) / (_TopY - _BottomY); | |
| o.vert_color = lerp(_BottomColor, _TopColor, saturate(t)); | |
| UNITY_TRANSFER_FOG(o,o.vertex); | |
| return o; | |
| } | |
| fixed4 frag(v2f i) : SV_Target | |
| { | |
| // sample the texture | |
| fixed4 col = tex2D(_MainTex, i.uv); | |
| // gradation | |
| col = col * i.vert_color; | |
| // apply fog | |
| UNITY_APPLY_FOG(i.fogCoord, col); | |
| return col; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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