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RadialGradientUnlit.shader
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Shader "Unlit/RadialGradient"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseTex("Noise Texture", 2D) = "white" {}
_NoiseForce("Noise Force", Range(0, 500)) = 10
_NoiseScale("Noise Scale", Vector) = (10, 10, 0, 0)
_ColorFrom ("Color From", Color) = (1, 0, 1, 1)
_ColorTo ("Color To", Color) = (1, 1, 0, 1)
_RadiusMultiplier ("Radius", Range(0, 5)) = 1
_GradientPivot ("Position", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "Queue" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _NoiseTex;
float _NoiseForce;
float2 _NoiseScale;
float4 _ColorFrom;
float4 _ColorTo;
float _RadiusMultiplier;
float4 _GradientPivot;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float3 getNoise(float2 uv)
{
float2 scale = 10;
float force = _NoiseForce;
return tex2D(_NoiseTex, uv * _NoiseScale)/force;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 pixelPoint = fixed2(i.uv.x, i.uv.y);
float xDist = pow(pixelPoint.x - _GradientPivot.x, 2);
float yDist = pow(pixelPoint.y - _GradientPivot.y, 2);
float dist = sqrt(xDist + yDist) / _RadiusMultiplier;
dist = clamp(dist, 0, 1);
fixed4 col = lerp(_ColorFrom, _ColorTo, dist);
col.rgb += getNoise(i.uv);
return col;
}
ENDCG
}
}
}