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March 22, 2023 16:09
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Save BrianMacIntosh/38ae43541d4bb31b5866b0dc58ff579c to your computer and use it in GitHub Desktop.
Shader for Unity UI that uses a four-color gradient instead of a solid color as the tint color. Improved version with Sliced support: https://gist.github.com/BrianMacIntosh/23275e79bb7489b42ad4ac0916a56824.
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Modified to add gradient color by Brian MacIntosh | |
Shader "UI/Gradient" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_TopLeftColor("Gradient Top Left", Color) = (1,1,1,1) | |
_TopRightColor("Gradient Top Right", Color) = (1,1,1,1) | |
_BottomLeftColor("Gradient Bottom Left", Color) = (1,1,1,1) | |
_BottomRightColor("Gradient Bottom Right", Color) = (1,1,1,1) | |
_StencilComp("Stencil Comparison", Float) = 8 | |
_Stencil("Stencil ID", Float) = 0 | |
_StencilOp("Stencil Operation", Float) = 0 | |
_StencilWriteMask("Stencil Write Mask", Float) = 255 | |
_StencilReadMask("Stencil Read Mask", Float) = 255 | |
_ColorMask("Color Mask", Float) = 15 | |
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue" = "Transparent" | |
"IgnoreProjector" = "True" | |
"RenderType" = "Transparent" | |
"PreviewType" = "Plane" | |
"CanUseSpriteAtlas" = "True" | |
} | |
Stencil | |
{ | |
Ref[_Stencil] | |
Comp[_StencilComp] | |
Pass[_StencilOp] | |
ReadMask[_StencilReadMask] | |
WriteMask[_StencilWriteMask] | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
ZTest[unity_GUIZTestMode] | |
Blend SrcAlpha OneMinusSrcAlpha | |
ColorMask[_ColorMask] | |
Pass | |
{ | |
Name "Default" | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
#include "UnityUI.cginc" | |
#pragma multi_compile __ UNITY_UI_CLIP_RECT | |
#pragma multi_compile __ UNITY_UI_ALPHACLIP | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float4 worldPosition : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
sampler2D _MainTex; | |
fixed4 _TopLeftColor; | |
fixed4 _TopRightColor; | |
fixed4 _BottomLeftColor; | |
fixed4 _BottomRightColor; | |
fixed4 _TextureSampleAdd; | |
float4 _ClipRect; | |
float4 _MainTex_ST; | |
v2f vert(appdata_t v) | |
{ | |
v2f OUT; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); | |
OUT.worldPosition = v.vertex; | |
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | |
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
OUT.color = v.color; | |
return OUT; | |
} | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | |
fixed4 topColor = _TopRightColor * IN.texcoord.x + _TopLeftColor * (1 - IN.texcoord.x); | |
fixed4 bottomColor = _BottomRightColor * IN.texcoord.x + _BottomLeftColor * (1 - IN.texcoord.x); | |
color = color * (topColor * IN.texcoord.y + bottomColor * (1 - IN.texcoord.y)); | |
#ifdef UNITY_UI_CLIP_RECT | |
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | |
#endif | |
#ifdef UNITY_UI_ALPHACLIP | |
clip(color.a - 0.001); | |
#endif | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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