Синтаксис:
Используется csharp
Shader "Custom/PlanetGradient"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Color1 ("Color1", 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 Lambert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
fixed4 _Color1;
struct Input
{
float2 uv_MainTex;
float4 screenPos;
};
// half _Glossiness;
// half _Metallic;
// fixed4 _Color;
//
// // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// // #pragma instancing_options assumeuniformscaling
// UNITY_INSTANCING_BUFFER_START(Props)
// // put more per-instance properties here
// UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * lerp(_Color, _Color1, screenUV.y);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
// o.Metallic = _Metallic;
// o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "VertexLit"
}
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Color1 ("Color1", 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 Lambert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
fixed4 _Color1;
struct Input
{
float2 uv_MainTex;
float4 screenPos;
};
// half _Glossiness;
// half _Metallic;
// fixed4 _Color;
//
// // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// // #pragma instancing_options assumeuniformscaling
// UNITY_INSTANCING_BUFFER_START(Props)
// // put more per-instance properties here
// UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * lerp(_Color, _Color1, screenUV.y);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
// o.Metallic = _Metallic;
// o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "VertexLit"
}
Вернее я его сделал под себя. Но вот здесь загвоздка, что при вращении обьект меняет свой цвет (так как изначально код был для неба). Как мне сделать, что бы цвет оставался "статическим" ? Сразу всем спасибо за ответы