Shader "Unlit/Shader_Test"
{
Properties
{
[hideininspector]_MainTex ("Texture", 2D) = "white" {
}
_Process("Process",Range(0,1)) = 0.5
_ZeroColor(" zeroColor",Color) = (0,1,0,1)
_OneColor("OneColor",Color) = (1,0,1,1)
}
SubShader
{
Tags {
"RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _OneColor;
float4 _ZeroColor;
float _Process;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float stege = step(_Process,i.uv.y);
float4 data = lerp(_ZeroColor ,_OneColor,stege) * col * i.color;
return data;
}
ENDCG
}
}
}