85 lines
2.2 KiB
Plaintext
85 lines
2.2 KiB
Plaintext
Shader "DBV/Kristo/Enviorment/RGBShader"
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{
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Properties
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{
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_Color1 ("Color 1", Color) = (1, 0, 0, 1)
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_Color2 ("Color 2", Color) = (0, 1, 0, 1)
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_Color3 ("Color 3", Color) = (0, 0, 1, 1)
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_Speed ("Speed", float) = 1
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_Emission ("Emission", Range(0.5,5)) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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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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// make fog work
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#pragma multi_compile_fog
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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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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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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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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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float _Speed, _Emission;
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fixed4 _Color1, _Color2, _Color3;
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fixed4 frag (v2f i) : SV_Target
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{
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float cycleTime = fmod(_Time.x * _Speed, 3);
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float amount = cycleTime - floor(cycleTime);
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fixed4 col = fixed4(0,0,0,0);
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int baseCol = floor(cycleTime);
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int topCol = fmod(baseCol + 1, 3);
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amount = 1 - amount;
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//Base col
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if(baseCol == 0) col += _Color1 * amount;
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else if (baseCol == 1) col += _Color2 * amount;
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else col += _Color3 * amount;
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amount = 1 - amount;
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//Next col
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if(topCol == 0) col += _Color1 * amount;
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else if (topCol == 1) col += _Color2 * amount;
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else col += _Color3 * amount;
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col *= _Emission;
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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