Shader "LiquidVolume/Demos/Skybox Grid" { Properties { _Color1 ("Color 1", Color) = (1, 1, 1, 0) _Color2 ("Color 2", Color) = (1, 1, 1, 0) } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 position : POSITION; float3 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 position : SV_POSITION; float3 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; half4 _Color1; half4 _Color2; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.position = UnityObjectToClipPos (v.position); o.texcoord = v.texcoord; return o; } half4 frag (v2f i) : COLOR { half4 col = lerp (_Color1, _Color2, i.texcoord.y); return col; } ENDCG SubShader { Tags { "RenderType"="Background" "Queue"="Background" } Pass { ZWrite Off Cull Off Fog { Mode Off } CGPROGRAM #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment frag ENDCG } } }