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@Sacristan
Created October 17, 2016 12:37
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Screen space coord Unlit/Transparent Color Gradient shader
Shader "Unlit/Transparent Color Gradient" {
Properties{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" { }
_Color("Color1", Color) = (1.000000,1.000000,1.000000,1.000000)
_Color2("Color2", Color) = (1.000000,1.000000,1.000000,1.000000)
}
SubShader{
LOD 100
Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" }
Pass{
Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_fog
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
// uniforms
float4 _MainTex_ST;
// vertex shader input data
struct appdata {
float3 pos : POSITION;
float3 uv0 : TEXCOORD0;
};
// vertex-to-fragment interpolators
struct v2f {
fixed4 color : COLOR0;
float2 uv0 : TEXCOORD0;
#if USING_FOG
fixed fog : TEXCOORD1;
#endif
float4 pos : SV_POSITION;
float4 screenPos: TEXCOORD2;
};
// vertex shader
v2f vert(appdata IN) {
v2f o;
half4 color = half4(0,0,0,1.1);
float3 eyePos = mul(UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;
half3 viewDir = 0.0;
o.color = saturate(color);
// compute texture coordinates
o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// fog
#if USING_FOG
float fogCoord = length(eyePos.xyz); // radial fog distance
UNITY_CALC_FOG_FACTOR(fogCoord);
o.fog = saturate(unityFogFactor);
#endif
// transform position
o.pos = UnityObjectToClipPos(IN.pos);
o.screenPos = ComputeScreenPos(o.pos);
return o;
}
// textures
sampler2D _MainTex;
fixed4 _Color;
fixed4 _Color2;
// fragment shader
fixed4 frag(v2f IN) : SV_Target{
fixed4 col;
fixed4 tex, tmp0, tmp1, tmp2;
// SetTexture #0
tex = tex2D(_MainTex, IN.uv0.xy);
float2 screenPosition = (IN.screenPos.xy / IN.screenPos.w);
//float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
fixed4 color = lerp(_Color, _Color2, screenPosition.x);
col.rgb = tex * color;
col.a = tex.a * color.a;
// fog
#if USING_FOG
col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
#endif
return col;
}
// texenvs
//! TexEnv0: 01010102 01050106 [_MainTex] [_Color]
ENDCG
}
}
}
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