NG_/Shader/GradientBackground.shader

61 lines
1.5 KiB
Plaintext
Raw Normal View History

2024-12-13 18:49:44 +08:00
Shader "Custom/GradientBackground"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" { }
_GradientStart ("Start Color", Color) = (1, 1, 1, 1)
_GradientEnd ("End Color", Color) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// 材质属性
sampler2D _MainTex;
float4 _GradientStart;
float4 _GradientEnd;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target
{
// 计算从左到右的透明度渐变
float alpha = lerp(_GradientStart.a, _GradientEnd.a, i.uv.x);
// 获取纹理颜色
half4 texColor = tex2D(_MainTex, i.uv);
// 应用透明度渐变到纹理颜色
texColor.a *= alpha;
return texColor;
}
ENDCG
}
}
FallBack "Diffuse"
}