ici_recycle_vr/Assets/LiquidVolumePro/Demos/Pouring/DemoResources/Shaders/SkyboxGrid.shader
Diaconescu Andrei-Alexandru 19674bfe5d Am adaugat ICI Recycle
2025-05-26 12:54:36 +03:00

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1.8 KiB
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Shader "LiquidVolume/Demo Skybox Grid"
{
Properties
{
_Color1 ("Color 1", Color) = (1, 1, 1, 0)
_Color2 ("Color 2", Color) = (1, 1, 1, 0)
_UpVector ("Up Vector", Vector) = (0, 1, 0, 0)
_Intensity ("Intensity", Float) = 1.0
_Exponent ("Exponent", Float) = 1.0
// The properties below are used in the custom inspector.
_UpVectorPitch ("Up Vector Pitch", float) = 0
_UpVectorYaw ("Up Vector Yaw", float) = 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
{
float2 gridCoords = i.texcoord * 10.0;
float2 grd = abs(frac(gridCoords + 0.5) - 0.5);
grd /= fwidth(gridCoords);
float lin = min(grd.x, grd.y);
float4 col = float4(min(lin.xxx * 0.75 , 1.0), 1.0);
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
}
}
}