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GradientShader.shader
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Shader "Custom/GradientShader"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_TopColor ("Top Color", Color) = (1,0,0,1)
_BottomColor ("Bottom Color", Color) = (0,0,1,1)
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
fixed4 _Color;
fixed4 _TopColor;
fixed4 _BottomColor;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return lerp(_BottomColor, _TopColor, i.uv.y) * _Color;
}
ENDCG
}
}
FallBack "Diffuse"
}