2020-11-28 16:54:41 +02:00

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Shader "DBV/Kristo/Enviorment/RGBShader"
{
Properties
{
_Color1 ("Color 1", Color) = (1, 0, 0, 1)
_Color2 ("Color 2", Color) = (0, 1, 0, 1)
_Color3 ("Color 3", Color) = (0, 0, 1, 1)
_Speed ("Speed", float) = 1
_Emission ("Emission", Range(0.5,5)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float _Speed, _Emission;
fixed4 _Color1, _Color2, _Color3;
fixed4 frag (v2f i) : SV_Target
{
float cycleTime = fmod(_Time.x * _Speed, 3);
float amount = cycleTime - floor(cycleTime);
fixed4 col = fixed4(0,0,0,0);
int baseCol = floor(cycleTime);
int topCol = fmod(baseCol + 1, 3);
amount = 1 - amount;
//Base col
if(baseCol == 0) col += _Color1 * amount;
else if (baseCol == 1) col += _Color2 * amount;
else col += _Color3 * amount;
amount = 1 - amount;
//Next col
if(topCol == 0) col += _Color1 * amount;
else if (topCol == 1) col += _Color2 * amount;
else col += _Color3 * amount;
col *= _Emission;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}