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98 lines
2.8 KiB
98 lines
2.8 KiB
Shader "Custom/FourColorAngleGradient"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color0("Color 0", Color) = (1, 0, 0, 1)
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_Color90("Color 90", Color) = (0, 1, 0, 1)
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_Color180("Color 180", Color) = (0, 0, 1, 1)
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_Color270("Color 270", Color) = (1, 1, 0, 1)
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_GradientAngle("Gradient Angle", Range(-180, 180)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _Color0;
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float4 _Color90;
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float4 _Color180;
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float4 _Color270;
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float _GradientAngle;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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// Sample the texture
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float4 texColor = tex2D(_MainTex, i.uv);
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if (texColor.a == 0)
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discard;
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// Calculate angle
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float2 coord = i.uv - 0.5; // Offset to center
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coord.y *= -1; // Invert y for correct angle calculation
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float angle = atan2(coord.y, coord.x) * (180.0 / 3.14159265);
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angle += 180.0; // Offset to make angle positive
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angle -= cos(_Time.y *2) * 180; // Apply gradient angle offset
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if (angle < 0) angle += 360.0;
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if (angle >= 360) angle -= 360.0;
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// Determine color based on angle
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float4 color;
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if (angle < 90)
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{
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color = lerp(_Color0, _Color90, angle / 90);
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}
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else if (angle < 180)
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{
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color = lerp(_Color90, _Color180, (angle - 90) / 90);
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}
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else if (angle < 270)
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{
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color = lerp(_Color180, _Color270, (angle - 180) / 90);
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}
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else
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{
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color = lerp(_Color270, _Color0, (angle - 270) / 90);
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}
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// Combine texture and gradient color
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return color * texColor;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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} |