Unity使用着色器实现颜色渐变

效果演示:

在这里插入图片描述
当前效果需要自己手动写一个shader,效果与unity版本无关,模型没有特别要求

在unity创建一个SurfaceShader类型的shader,命名为CotrolGradient_3Color,双击进入vs进行编辑,shader内容如下:

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 = UnityObjectToClipPos(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
		}
		}
}

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转载自blog.csdn.net/weixin_44733991/article/details/128214143
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