Shader "Unlit/GradientShader" { Properties { _MainTex("MainTex",2D) = "white" {} _LightGradient("LitGradient", 2D) = "white" {} _LitColor("LitColor", Color) = (1,0,0,1) _ShadowColor("ShadowColor", Color) = (0,0,1,1) _SpecGradient("SpecGradient", 2D) = "white" {} _SpecColor("SpecColor", Color) = (1,1,0,1) _SpecStart("SpecStart", Range(0, 1)) = 1 _SpecEnd("SpecEnd", Range(0, 1)) = 0 _SpecStrength("SpecStrength", Range(0,1)) = 1 _RimGradient("RimGradient", 2D) = "white" {} _RimColor("RimColor", Color) = (0,1,1,1) _RimStart("RimStart", Range(0, 1)) = 1 _RimEnd("RimEnd", Range(0, 1)) = 0 _RimStrength("RimStrength", Range(0,1)) = 0.35 } SubShader { Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" "PassFlags" = "OnlyDirectional" } LOD 100 Cull off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; float3 worldNormal : NORMAL; float3 viewDir : TEXCOORD1; SHADOW_COORDS(2) }; //Base Lit color and shadow color sampler2D _LightGradient; //float4 _LightGradient_ST; fixed4 _LitColor; fixed4 _ShadowColor; //Specular Setting sampler2D _SpecGradient; fixed4 _SpecColor; float _SpecStart; float _SpecEnd; float _SpecStrength; //Rim sampler2D _RimGradient; fixed4 _RimColor; float _RimStart; float _RimEnd; float _RimStrength; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.viewDir = WorldSpaceViewDir(v.vertex); o.uv = v.uv + _MainTex_ST.xy * _MainTex_ST.zw; TRANSFER_SHADOW(o) return o; } fixed4 frag(v2f i) : SV_Target { half4 maintex = tex2D(_MainTex,i.uv); //(value - from1) / (to1 - from1) * (to2 - from2) + from2; float shadow = SHADOW_ATTENUATION(i); float3 normal = normalize(i.worldNormal); float3 viewDir = normalize(i.viewDir); float NdotL = dot(_WorldSpaceLightPos0, normal); float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir); float NdotH = dot(normal, halfVector); float specFac = clamp((NdotL * clamp(NdotH, 0.5, 1) - _SpecStart) / (_SpecEnd - _SpecStart),0,1); float specValue = 1 - tex2D(_SpecGradient, specFac).r; fixed4 LitColor = lerp(_LitColor, _SpecColor, specValue * _SpecStrength); float LitFac = (NdotL + 1) / 2; float LitValue = tex2D(_LightGradient, NdotL).r; fixed4 shadowreceivedColor = lerp(_ShadowColor, LitColor, shadow); fixed4 shadedColor = lerp(_ShadowColor, shadowreceivedColor, LitValue); float rimFac = clamp((dot(normal, viewDir) - _RimStart) / (_RimEnd - _RimStart) ,0,1); float rimValue = tex2D(_RimGradient, rimFac).r; fixed4 rimColor = lerp(shadedColor, _RimColor, rimValue * _RimStrength) * maintex; return rimColor; } ENDCG } UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" } }