64 lines
1.7 KiB
Plaintext
64 lines
1.7 KiB
Plaintext
Shader "Custom/GradientShaderWithAngle"
|
|
{
|
|
Properties
|
|
{
|
|
_Color1 ("Start Color", Color) = (1,0,0,1)
|
|
_Color2 ("End Color", Color) = (0,0,1,1)
|
|
_Angle ("Angle", Range(0, 360)) = 0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"RenderType"="Transparent" "Queue"="Overlay"
|
|
}
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include "UnityCG.cginc"
|
|
|
|
struct appdata_t
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 vertex : SV_POSITION;
|
|
};
|
|
|
|
float4 _Color1;
|
|
float4 _Color2;
|
|
float _Angle;
|
|
|
|
v2f vert(appdata_t v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.texcoord = v.texcoord;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag(v2f i) : SV_Target
|
|
{
|
|
// Convert angle to radians
|
|
float angleRad = radians(_Angle);
|
|
// Compute rotated UVs
|
|
float2 rotatedUV = float2(
|
|
cos(angleRad) * i.texcoord.x - sin(angleRad) * i.texcoord.y,
|
|
sin(angleRad) * i.texcoord.x + cos(angleRad) * i.texcoord.y
|
|
);
|
|
// Compute gradient
|
|
float gradient = rotatedUV.y; // Adjust to .x for horizontal, .y for vertical
|
|
fixed4 color = lerp(_Color1, _Color2, gradient);
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
FallBack "Diffuse"
|
|
} |