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