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- Shader "Custom/ParticleUnlitLocalYGradient"
- {
- Properties
- {
- _Color1 ("Color 1", Color) = (1, 1, 1, 1)
- _Color2 ("Color 2", Color) = (0, 0, 0, 1)
- _GradientRange ("Gradient Range", Vector) = (0, 1, 0, 0)
- }
- SubShader
- {
- Tags { "Queue" = "Overlay" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma exclude_renderers gles xbox360 ps3
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- };
- struct v2f
- {
- float4 pos : POSITION;
- float4 color : COLOR;
- float localY : TEXCOORD0;
- };
- float4 _Color1;
- float4 _Color2;
- float4 _GradientRange; // xy 是范围的最小值和最大值
- v2f vert (appdata_t v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.color = v.color;
-
- // 将模型空间的 Y 坐标传递到片段着色器
- o.localY = v.vertex.y;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // 计算渐变的值
- float gradient = (i.localY - _GradientRange.x) / (_GradientRange.y - _GradientRange.x);
- gradient = clamp(gradient, 0.0, 1.0); // 确保渐变值在 0 到 1 之间
- // 线性插值两种颜色
- fixed4 interpolatedColor = lerp(_Color1, _Color2, gradient);
- return interpolatedColor * i.color;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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