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Copy pathGradient Custom Blend Points.shader
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Gradient Custom Blend Points.shader
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Shader "AdrianMiasik/Examples/Gradient Custom Blend Points"
{
Properties
{
_TopColor("Top Color", Color) = (1,1,1,1)
_BottomColor("Bottom Color", Color) = (0,0,0,1)
_MaxValue("Max Value", Range(0,1)) = 0.75
_MinValue("Min Value", Range(0,1)) = 0.25
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 uv : TEXCOORD0;
};
float4 _TopColor;
float4 _BottomColor;
float _MaxValue;
float _MinValue;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float t = smoothstep(_MinValue, _MaxValue, i.uv.y);
float3 blend = lerp(_BottomColor, _TopColor, t);
return float4(blend, 1);
}
ENDCG
}
}
}