Синтаксис:
Используется csharp
Shader "Unlit/LinearGradient"
{
Properties {
_TopColor ("Color1", Color) = (1,1,1,1)
_BottomColor ("Color2", Color) = (1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _TopColor;
fixed4 _BottomColor;
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert (appdata_full v)
{
v2f o;
o.position = mul (UNITY_MATRIX_MVP, v.vertex);
o.color = lerp(_TopColor,_BottomColor, v.texcoord.y );
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 color = i.color;
color.a = 1;
return color;
}
ENDCG
}
}
}
{
Properties {
_TopColor ("Color1", Color) = (1,1,1,1)
_BottomColor ("Color2", Color) = (1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _TopColor;
fixed4 _BottomColor;
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert (appdata_full v)
{
v2f o;
o.position = mul (UNITY_MATRIX_MVP, v.vertex);
o.color = lerp(_TopColor,_BottomColor, v.texcoord.y );
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 color = i.color;
color.a = 1;
return color;
}
ENDCG
}
}
}