85 lines
1.6 KiB
Plaintext
85 lines
1.6 KiB
Plaintext
Shader "Ultraleap/Gradient Skybox"
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{
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Properties
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{
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_Top("Top", Color) = (1,1,1,0)
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_Bottom("Bottom", Color) = (0,0,0,0)
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_mult("Multiply", Float) = 1
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_pwer("Power", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend Off
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Cull Back
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ColorMask RGBA
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 ase_texcoord1 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform float4 _Bottom;
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uniform float4 _Top;
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uniform float _mult;
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uniform float _pwer;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_texcoord1 = v.vertex;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float staticSwitch13 = i.ase_texcoord1.y;
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float4 lerpResult3 = lerp( _Bottom , _Top , pow( saturate( ( staticSwitch13 * _mult ) ) , _pwer ));
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return lerpResult3;
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}
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ENDCG
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}
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}
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} |