可以控制模型的的本身坐标以及渐变参数进行测试
Shader "Custom/CotrolGradient_3Color" {
Properties {
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_ColorTop ("Top Color", Color) = (1,1,1,1)
_ColorMid ("Mid Color", Color) = (1,1,1,1)
_ColorBot ("Bot Color", Color) = (1,1,1,1)
_Middle ("Middle", Range(0.001, 0.999)) = 1
_test ("Test", Range(0.001, 0.999)) = 1
}
SubShader {
Tags {"Queue"="Background" "IgnoreProjector"="True"}
LOD 100
ZWrite On
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _ColorTop;
fixed4 _ColorMid;
fixed4 _ColorBot;
float _Middle;
float _test ;
struct v2f {
float4 pos : SV_POSITION;
float4 texcoord : TEXCOORD0;
};
v2f vert (appdata_full v) {
v2f o;
if(v.vertex.y > _test)
{
v.vertex.y = _test;
}
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR {
fixed4 c = lerp(_ColorBot, _ColorMid, i.texcoord.y / _Middle) * step(i.texcoord.y, _Middle);
c += lerp(_ColorMid, _ColorTop, (i.texcoord.y - _Middle) / (1 - _Middle)) * step(_Middle, i.texcoord.y);
c.a = 1;
return c;
}
ENDCG
}
}
}