[Fix] All in one + add dice
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@@ -0,0 +1,64 @@
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Shader "Custom/ScreenSpaceGradient" {
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Properties {
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_TopColor ("Top Color", Color) = (0.4, 0.6, 0.9, 1)
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_BottomColor ("Bottom Color", Color) = (0.0, 0.2, 0.4, 1)
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_NoiseIntensity ("Noise Intensity", Range(1, 255)) = 255
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Background" "PreviewType"="Skybox" }
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LOD 100
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float4 position : SV_POSITION;
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float4 screenPos : TEXCOORD0;
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};
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float4 _TopColor;
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float4 _BottomColor;
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float _NoiseIntensity;
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// Interleaved gradient noise function to reduce banding
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float InterleavedGradientNoise(float2 screenPos) {
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return frac(52.9829189 * frac(dot(screenPos, float2(0.06711056, 0.00583715))));
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}
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v2f vert(appdata v) {
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v2f o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.screenPos = ComputeScreenPos(o.position);
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return o;
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}
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float4 frag(v2f i) : SV_Target {
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// Calculate normalized screen position (0-1 on Y axis)
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float2 screenUV = i.screenPos.xy / i.screenPos.w;
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// Use Y coordinate to interpolate between top and bottom colors
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float4 gradientColor = lerp(_BottomColor, _TopColor, screenUV.y);
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// Apply interleaved gradient noise to reduce banding
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float2 screenPos = i.screenPos.xy / i.screenPos.w * _ScreenParams.xy;
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float noise = InterleavedGradientNoise(screenPos) / _NoiseIntensity;
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gradientColor.rgb += noise;
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return gradientColor;
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}
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ENDCG
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}
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}
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FallBack "Unlit/Color"
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}
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