Created
May 11, 2023 07:48
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Shader "Custom/UI Gradient" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_GradientDirection ("Gradient Direction", Range(0, 360)) = 0 | |
_Color1 ("Color 1", Color) = (1,1,1,1) | |
_Color2 ("Color 2", Color) = (0,0,0,1) | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "RenderType"="Transparent" } | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _GradientDirection; | |
float4 _Color1; | |
float4 _Color2; | |
v2f vert (appdata v) { | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target { | |
float2 uv = i.uv; | |
float4 tex = tex2D(_MainTex, uv); | |
float angle = (_GradientDirection + 45) / 180 * 3.14159265; | |
float2 direction = float2(cos(angle), sin(angle)); | |
float2 gradientUV = uv - 0.5; | |
float gradient = dot(gradientUV, direction) + 0.5; | |
fixed4 color = lerp(_Color1, _Color2, gradient); | |
return tex * color; | |
} | |
ENDCG | |
} | |
} | |
} |
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