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HeightColorBlendRelative.shader
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73 lines (64 loc) · 2.7 KB
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// HeightColorGradient by @Doomlaser
// Set two colors to blend, min and max distance define the bottom and top Y values between which the colors will blend
// Created by Mark Johns - https://twitter.com/Doomlaser
Shader "Custom/HeightColorBlendRelative"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MaxColor ("Color in Maxmal", Color) = (0, 0, 0, 0)
_MinDistance ("Min Distance", Float) = 100
_MaxDistance ("Max Distance", Float) = 1000
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
float4 pos : POSITION;
float3 screenPos;
float4 color : COLOR;
};
half _Glossiness;
half _Metallic;
float _MaxDistance;
float _MinDistance;
fixed4 _Color;
float4 _MaxColor;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// float3 localPos = IN.worldPos - mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz;
float3 localPos = mul(unity_WorldToObject, float4(IN.worldPos,1)).xyz;
half4 dist = localPos.y;
half4 weight = (dist - _MinDistance) / (_MaxDistance - _MinDistance);
half4 distanceColor = lerp(_Color, _MaxColor, weight);
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = IN.color.rgb * distanceColor.rgb ;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}