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@cjacobwade
Created August 18, 2015 21:19
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#unity3d shader showing how to use the step function to avoid using if/else while splitting colors on a shape.
Shader "Custom/CheapFlip"
{
Properties
{
_ColorA ( "Color A", Color ) = ( 1, 1, 1, 1 )
_ColorB ( "Color B", Color ) = ( 1, 1, 1, 1 )
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 localPosition;
};
half _Glossiness;
half _Metallic;
fixed4 _ColorA;
fixed4 _ColorB;
void vert ( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.localPosition = v.vertex.xyz;
}
void surf ( Input IN, inout SurfaceOutputStandard o )
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * lerp( _ColorA, _ColorB, step( IN.localPosition.y, 0.0 ) );
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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