Created
February 14, 2023 11:33
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An animated HLSL gradient shader for unity
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Shader "AnimatedGradientShader" | |
{ | |
Properties | |
{ | |
_ColorA ("ColorA", Color ) = (0, 0, 0, 1) | |
_ColorB ("ColorB", Color ) = (1, 1, 1, 1) | |
_MainTex ("Texture", 2D) = "white" {} | |
_Frequency ("Frequency", Float) = 1 | |
_Offset ("Offset", Float) = 0 | |
_AnimationSpeed ("Animation Speed", Range(0, 255)) = 1 | |
[ShowAsVector2] _DirectionVector("Direction", Vector) = (1, 0, 0, 0) | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Opaque" | |
"Queue"="Transparent" | |
} | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf StandardSpecular noshadow | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
#define PI 3.14159265 | |
sampler2D _MainTex; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
float4 _ColorA; | |
float4 _ColorB; | |
float _Frequency; | |
float _Offset; | |
float _AnimationSpeed; | |
float2 _DirectionVector; | |
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. | |
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. | |
// #pragma instancing_options assumeuniformscaling | |
UNITY_INSTANCING_BUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_BUFFER_END(Props) | |
float SineWaveGenerator (float x, float y, float frequency, float offset) { | |
float sinValue = sin((x + y) * PI * frequency + offset); | |
float clampedSinWave = sinValue * 0.5 + 0.5; | |
return clampedSinWave; | |
} | |
fixed4 textureColor; | |
void surf (Input i, inout SurfaceOutputStandardSpecular o) | |
{ | |
float interpolatorXValue = 0; | |
float interpolatorYValue = 0; | |
float directionX = min(1, max(-1, _DirectionVector.x)); | |
float directionY = min(1, max(-1, _DirectionVector.y)); | |
interpolatorXValue = i.uv_MainTex.x * clamp(-1, 1, directionX); | |
interpolatorYValue = i.uv_MainTex.y * clamp(-1, 1, _DirectionVector.y); | |
textureColor = tex2D(_MainTex, i.uv_MainTex); | |
float sinWaveColor = SineWaveGenerator(interpolatorXValue, interpolatorYValue, _Frequency, _Time.y * _AnimationSpeed); | |
float4 pixel = lerp(_ColorA, _ColorB, sinWaveColor * textureColor); | |
o.Albedo = pixel.xyz; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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