我需要径向渐变着色器,任何人都可以指导一些有用的资源,我有一个,但是它只使用两种颜色和它们之间的lerp,我想要像CSS中的一般着色器一样。我们对CSS的颜色停止了。 目前我所拥有的是。
Shader "Sprites/RadialGradient"
{
Properties
{
// [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_ColorA ("Color A", Color) = (1, 1, 1, 1)
_ColorB ("Color B", Color) = (0, 0, 0, 1)
_Slide ("Slide", Range(0, 1)) = 0.5
// _Color ("Color Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 100
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half4 color : COLOR;
};
fixed4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
o.color = _Color;
return o;
}
fixed4 _ColorA, _ColorB;
float _Slide;
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag (v2f i) : SV_Target
{
float t = length(i.texcoord - float2(0.5, 0.5)) * 1.41421356237; // 1.141... = sqrt(2)
fixed4 c = SampleSpriteTexture (i.texcoord) * i.color;
c.rgb *=lerp(_ColorA, _ColorB, t + (_Slide - 0.5) * 2);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
谢谢。