Shader 渐变

通过dotween控制Hight

// Shader created with Shader Forge v1.37 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "HZEffect/WYTest" {
    Properties {
        _MainTex ("MainTex", 2D) = "white" {}
        _Mask ("Mask", 2D) = "white" {}
        _Color ("Color", Color) = (0.5,0.5,0.5,1)
        _Value ("Value", Float ) = 1
        _Hight ("Hight", Float ) = 1
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x n3ds wiiu 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _Mask; uniform float4 _Mask_ST;
            uniform float4 _Color;
            uniform float _Value;
            uniform float _Hight;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                UNITY_FOG_COORDS(2)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
                float node_9110 = saturate((((_Hight+objPos.g)-i.posWorld.g)-_Mask_var.r));
                clip(node_9110 - 0.5);
////// Lighting:
////// Emissive:
                float node_7380 = pow(node_9110,(1.0 - _Value));
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 emissive = (lerp( (_MainTex_var.rgb*(1.0 - _Color.rgb)), _MainTex_var.rgb, node_7380.r ));
                float3 finalColor = emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            Cull Back
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x n3ds wiiu 
            #pragma target 3.0
            uniform sampler2D _Mask; uniform float4 _Mask_ST;
            uniform float _Hight;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
                float4 posWorld : TEXCOORD2;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
                float node_9110 = saturate((((_Hight+objPos.g)-i.posWorld.g)-_Mask_var.r));
                clip(node_9110 - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

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转载自blog.csdn.net/qq_36848370/article/details/103609986