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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| 
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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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| 
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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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| 
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|             #include "UnityCG.cginc"
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| 
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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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| 
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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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| 
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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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| 
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|             float _Speed, _Emission;
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|             fixed4 _Color1, _Color2, _Color3;
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| 
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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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| 
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|                 int baseCol = floor(cycleTime);
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|                 int topCol = fmod(baseCol + 1, 3);
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| 
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|                 amount = 1 - amount;
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| 
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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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| 
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|                 amount = 1 - amount;
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| 
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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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| 
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|                 col *= _Emission;
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| 
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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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