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.
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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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