OldBlueWater/BlueWater/Assets/FlatKit/Shaders/GradientSkybox/GradientSkybox.shader
2023-08-23 16:32:24 +09:00

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Shader "FlatKit/GradientSkybox" {
Properties {
_Color2 ("Top Color", Color) = (0.97, 0.67, 0.51, 0)
_Color1 ("Bottom Color", Color) = (0, 0.7, 0.74, 0)
[Space]
_Intensity ("Intensity", Range (0, 2)) = 1.0
_Exponent ("Exponent", Range (0, 3)) = 1.0
[Space]
_DirectionYaw ("Direction X angle", Range (0, 180)) = 0
_DirectionPitch ("Direction Y angle", Range (0, 180)) = 0
[Space]
_NoiseIntensity ("Noise Intensity", Range (0, 0.25)) = 0.0
[HideInInspector]
_Direction ("Direction", Vector) = (0, 1, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 position : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color1;
half4 _Color2;
half3 _Direction;
half _Intensity;
half _Exponent;
half _NoiseIntensity;
v2f vert (appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.position = UnityObjectToClipPos(v.position);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR {
const half d = dot(normalize(i.texcoord), _Direction) * 0.5f + 0.5f;
float t = pow(d, _Exponent);
t += frac(sin(dot(t, float4(12.9898, 78.233, 45.164, 94.673))) * 43758.5453) * _NoiseIntensity;
return lerp(_Color1, _Color2, t) * _Intensity;
}
ENDCG
SubShader {
Tags { "RenderType"="Background" "Queue"="Background" }
Pass {
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
CustomEditor "GradientSkyboxEditor"
}