Shader "Custom/Gradient"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
//渐变颜色
_GradientColor("Gradient Color", Color) = (1, 0, 0, 0)
//离底部距离
_GradientBottom("Gradient Bottom", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent"}
LOD 100
Pass
{
Tags {"LightMode" = "ForwardBase"}
ZWrite Off
//开启Alpha混合才能调节透明度
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _GradientColor;
float _GradientBottom;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//线性插值(y-y0)=k(x-x0)
//+ step(_GradientBottom, 1) 是为了避免分母为0
fixed t = max(0, 1 / (1 + step(_GradientBottom, 1) -_GradientBottom) * (i.uv.y - _GradientBottom));
col = lerp(col, _GradientColor, t);
return col;
}
ENDCG
}
}
}
测试