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commit b6e88274e8
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Shader "Custom/FCP_Gradient" {
Properties{
[PerRendererData][Enum(Horizontal,0,Vertical,1,Double,2,HueHorizontal,3,HueVertical,4)] _Mode("Color mode", Int) = 0
[PerRendererData]_Color1("Color 1", Color) = (1,1,1,1)
[PerRendererData]_Color2("Color 2", Color) = (1,1,1,1)
[PerRendererData][Enum(HS, 0, HV, 1, SH, 2, SV, 3, VH, 4, VS, 5)] _DoubleMode("Double mode", Int) = 0
[PerRendererData]_HSV("Complementing HSV values", Vector) = (0,0,0,1.0)
[PerRendererData]_HSV_MIN("Min Range value for HSV", Vector) = (0.0,0.0,0.0,0.0)
[PerRendererData]_HSV_MAX("Max Range value for HSV", Vector) = (1.0,1.0,1.0,1.0)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color1, _Color2;
fixed4 _HSV, _HSV_MIN, _HSV_MAX;
int _Mode, _DoubleMode;
struct v2f {
float4 pos : SV_POSITION;
fixed4 col : COLOR;
};
inline fixed4 HSV() {
float h = abs(_HSV.x) * 6.0;
float c = _HSV.y * _HSV.z;
float m = _HSV.z - c;
float x = c * (1.0 - abs(h % 2.0 - 1.0)) + m;
c += m;
int range = int(h % 6.0);
switch (range) {
case 0: return fixed4(c, x, m, 1.0);
case 1: return fixed4(x, c, m, 1.0);
case 2: return fixed4(m, c, x, 1.0);
case 3: return fixed4(m, x, c, 1.0);
case 4: return fixed4(x, m, c, 1.0);
case 5: return fixed4(c, m, x, 1.0);
default: return fixed4(0, 0, 0, _HSV.w);
}
}
v2f vert(appdata_full vert)
{
v2f o;
o.pos = UnityObjectToClipPos(vert.vertex);
fixed4 colX, colY;
switch (_Mode) {
default:
o.col.a = lerp(_Color1.a, _Color2.a, vert.texcoord.x);
o.col = lerp(_Color1, _Color2, vert.texcoord.x);
break;
case 1:
o.col = lerp(_Color1, _Color2, vert.texcoord.y);
break;
case 2:
switch (_DoubleMode) {
default:
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_HSV.y = lerp(_HSV_MIN.y, _HSV_MAX.y, vert.texcoord.y);
break;
case 1:
_HSV.x = lerp(_HSV_MIN.x, _HSV_MAX.x, vert.texcoord.x);
_HSV.z = lerp(_HSV_MIN.z, _HSV_MAX.z, vert.texcoord.y);
break;
case 2:
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_HSV.y = lerp(_HSV_MIN.y, _HSV_MAX.y, vert.texcoord.x);
break;
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case 4:
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case 5:
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_HSV.z = lerp(_HSV_MIN.z, _HSV_MAX.z, vert.texcoord.x);
break;
}
o.col = HSV();
break;
case 3:
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o.col = HSV();
break;
case 4:
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break;
}
return o;
}
float4 frag(v2f i) : COLOR {
return i.col;
}
ENDCG
}
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// Matcap shader credit: https://forum.unity.com/threads/getting-normals-relative-to-camera-view.452631/#post-2933684
Shader "Hidden/RuntimeSceneGizmo"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_AlphaVal ("Alpha", Float) = 1.0
_Matcap ("Matcap", 2D) = "white"
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ HIGHLIGHT_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
half3 normal : NORMAL;
fixed4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 cap : TEXCOORD0;
fixed4 color : COLOR;
};
sampler2D _Matcap;
fixed _AlphaVal;
#if HIGHLIGHT_ON
fixed4 _Color;
#endif
v2f vert( appdata v )
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex );
float3 worldNorm = UnityObjectToWorldNormal( v.normal );
float3 viewNorm = mul( (float3x3) UNITY_MATRIX_V, worldNorm );
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o.color = v.color;
return o;
}
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