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Shader "Tutorial/047_InvLerp_Remap/Remap"{
//show values to edit in inspector
Properties{
_SrcZeroValue ("Src 0 Value", Color) = (0,0,0,1) //source min value
_SrcOneValue ("Src 1 Color", Color) = (1,1,1,1) //source max value
_TargetZeroValue ("Target 0 Value", Color) = (0,0,0,1) //target min value
_TargetOneValue ("Target 1 Color", Color) = (1,1,1,1) //target max value
}
SubShader{
//the material is completely non-transparent and is rendered at the same time as the other opaque geometry
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
#include "Interpolation.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//the colors to blend between
fixed4 _SrcZeroValue;
fixed4 _SrcOneValue;
fixed4 _TargetZeroValue;
fixed4 _TargetOneValue;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
float blend = i.uv.y;
fixed4 col = remap(_SrcZeroValue, _SrcOneValue, _TargetZeroValue, _TargetOneValue, blend);
return col;
}
ENDCG
}
}
}
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