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Pillar shader.shader
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Pillar shader.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/LinearGradient"
{
Properties{
_TopColor("Color1", Color) = (1,1,1,1)
_BottomColor("Color2", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TopColor;
fixed4 _BottomColor;
half _Value;
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_full v)
{
v2f o;
o.position = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
o.color = lerp (_TopColor,_BottomColor, v.texcoord.y);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 color;
color.rgb = i.color.rgb;
color.a = tex2D (_MainTex, i.uv).a * i.color.a;
return color;
}
ENDCG
}
}
}