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2026-02-23 22:24:46 +07:00

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