| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- Shader "Text/Gradient" {
- Properties {
- _MainTex ("Font Texture", 2D) = "white" {}
- _Color ("Text Color", Color) = (1,1,1,1)
- _Color1 ("Color 1", Color) = (1,0,0,1)
- _Color2 ("Color 2", Color) = (0,0,1,1)
- }
-
- SubShader {
- Tags { "Queue"="Transparent" }
- Lighting Off Cull Off ZWrite Off Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- fixed4 _Color1;
- fixed4 _Color2;
-
- v2f vert (appdata_t v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color * _Color;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target {
- fixed4 col = tex2D(_MainTex, i.texcoord);
- col *= i.color;
- float lerpFactor = i.texcoord.x; // 可以根据需要调整渐变方向和方式,这里使用x坐标作为示例
- col.rgb = lerp(col.rgb * _Color1.rgb, col.rgb * _Color2.rgb, lerpFactor);
- return col;
- }
- ENDCG
- }
- }
- }
|