Shader "Unlit/SkyGradient"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_BaseColor("Color", Color) = (0,0,0,1)
_Power("Power", range(0.1, 3)) = 1
_Shift("Shift", range(-1, 1)) = 0
}
SubShader
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _BaseColor;
fixed4 _Color;
half _Power;
half _Shift;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
half3 dir : TEXCOORD0;
};
fixed4 GetSkyColor(half3 dir)
{
fixed Dot = dot(half3(0,1,0), normalize(dir));
Dot = saturate(Dot+_Shift);
Dot = pow(Dot, _Power);
fixed4 color = lerp(_BaseColor, _Color, Dot);
return color;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.dir = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return GetSkyColor(i.dir);
}
ENDCG
}
}
}