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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:1,fgcg:1,fgcb:1,fgca:1,fgde:0.01,fgrn:5,fgrf:15,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4904,x:33076,y:32617,varname:node_4904,prsc:2|diff-5996-OUT,clip-8651-A;n:type:ShaderForge.SFN_Color,id:848,x:32186,y:32549,ptovrint:False,ptlb:ColorBottom,ptin:_ColorBottom,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Color,id:3661,x:32020,y:32549,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color_bottom,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_NormalVector,id:816,x:31904,y:32778,prsc:2,pt:False;n:type:ShaderForge.SFN_Vector3,id:8126,x:31904,y:32934,varname:node_8126,prsc:2,v1:0,v2:-1,v3:0;n:type:ShaderForge.SFN_Dot,id:8650,x:32098,y:32825,varname:node_8650,prsc:2,dt:1|A-816-OUT,B-8126-OUT;n:type:ShaderForge.SFN_Lerp,id:7135,x:32388,y:32654,varname:node_7135,prsc:2|A-848-RGB,B-3661-RGB,T-7377-OUT;n:type:ShaderForge.SFN_Blend,id:7377,x:32388,y:32898,varname:node_7377,prsc:2,blmd:8,clmp:True|SRC-8650-OUT,DST-3879-OUT;n:type:ShaderForge.SFN_Tex2d,id:8651,x:32342,y:32420,ptovrint:False,ptlb:Main,ptin:_Main,varname:_Main,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Blend,id:5996,x:32643,y:32554,varname:node_5996,prsc:2,blmd:0,clmp:True|SRC-8651-RGB,DST-7135-OUT;n:type:ShaderForge.SFN_Slider,id:2949,x:31630,y:33263,ptovrint:False,ptlb:Gradient,ptin:_Gradient,varname:_Gradient,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:10;n:type:ShaderForge.SFN_Dot,id:6406,x:31630,y:33076,varname:node_6406,prsc:2,dt:0|A-5749-Y,B-7526-OUT;n:type:ShaderForge.SFN_Vector3,id:7526,x:31445,y:33140,varname:node_7526,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_FragmentPosition,id:5749,x:31445,y:33003,varname:node_5749,prsc:2;n:type:ShaderForge.SFN_Divide,id:3879,x:32006,y:33151,varname:node_3879,prsc:2|A-6406-OUT,B-2949-OUT;proporder:8651-3661-848-2949;pass:END;sub:END;*/
Shader "Kenney/Gradient" {
Properties {
_Main ("Main", 2D) = "white" {}
_Color ("Color", Color) = (0.5,0.5,0.5,1)
_ColorBottom ("ColorBottom", Color) = (0.5,0.5,0.5,1)
_Gradient ("Gradient", Range(0, 10)) = 1
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"Queue"="AlphaTest"
"RenderType"="TransparentCutout"
}
LOD 200
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _LightColor0;
uniform float4 _ColorBottom;
uniform float4 _Color;
uniform sampler2D _Main; uniform float4 _Main_ST;
uniform float _Gradient;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
LIGHTING_COORDS(3,4)
UNITY_FOG_COORDS(5)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 normalDirection = i.normalDir;
float4 _Main_var = tex2D(_Main,TRANSFORM_TEX(i.uv0, _Main));
clip(_Main_var.a - 0.5);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float3 diffuseColor = saturate(min(_Main_var.rgb,lerp(_ColorBottom.rgb,_Color.rgb,saturate((max(0,dot(i.normalDir,float3(0,-1,0)))+(dot(i.posWorld.g,float3(0,1,0))/_Gradient))))));
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _LightColor0;
uniform float4 _ColorBottom;
uniform float4 _Color;
uniform sampler2D _Main; uniform float4 _Main_ST;
uniform float _Gradient;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
LIGHTING_COORDS(3,4)
UNITY_FOG_COORDS(5)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 normalDirection = i.normalDir;
float4 _Main_var = tex2D(_Main,TRANSFORM_TEX(i.uv0, _Main));
clip(_Main_var.a - 0.5);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 diffuseColor = saturate(min(_Main_var.rgb,lerp(_ColorBottom.rgb,_Color.rgb,saturate((max(0,dot(i.normalDir,float3(0,-1,0)))+(dot(i.posWorld.g,float3(0,1,0))/_Gradient))))));
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _Main; uniform float4 _Main_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 _Main_var = tex2D(_Main,TRANSFORM_TEX(i.uv0, _Main));
clip(_Main_var.a - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
@KenneyNL

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Owner Author

commented Dec 6, 2017

Feel free to copy, use or improve on this shader.

@HugoPB

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commented Apr 11, 2019

Thanks man ;)

@HugoPB

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commented Apr 27, 2019

should i apply this to all world, or just in one object ?

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