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@am1tanaka
Last active December 9, 2019 04:30
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高さでグラデーションをかけるUnlitシェーダー
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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