CarmenSandiego/Assets/Shaders/UVGradient.shader
Jamie Greunbaum bd2b80e9f9 - Added a placeholder jail call camera overlay.
- Tile floors and pedestals now have double-sided GI, making lightmaps cleaner.
- Removed unnecessary collision from the location board.
- Camera overlays now all default to inactive and zero scale.
2026-05-07 02:45:09 -04:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Carmen/UVGradient"
{
Properties
{
_TopColour ("Top Colour", Color) = (1,1,1,1)
_BottomColour ("Bottom Colour", Color) = (0,0,0,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
Cull Back
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TopColour;
fixed4 _BottomColour;
CBUFFER_START(UnityPerMaterial)
uniform float4 _Emission;
CBUFFER_END
struct Data
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct V2F
{
float2 uv : TEXCOORD0;
float4 position : SV_POSITION;
};
V2F vert(Data v)
{
V2F o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.position = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(V2F i) : SV_TARGET
{
return fixed4(lerp(_BottomColour.rgb, _TopColour.rgb, i.uv.y).rgb, 1.0);
}
ENDCG
}
}
FallBack "VRChat/Mobile/Standard Lite"
}