Commit 96534161 authored by kgingras's avatar kgingras
Browse files

height based shader

parent 862e7590
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Shader "Custom/HeightDependentTint"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_HeightMin ("Height Min", Float) = -1
_HeightMax ("Height Max", Float) = 1
_ColorMin ("Tint Color At Min", Color) = (0,0,0,1)
_ColorMax ("Tint Color At Max", Color) = (1,1,1,1)
_ColorMid ("Tint Color At Mid", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _ColorMin;
fixed4 _ColorMax;
fixed4 _ColorMid;
float _HeightMin;
float _HeightMax;
fixed4 tintColor;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
float h = (_HeightMax-IN.worldPos.y) / (_HeightMax-_HeightMin);
if(h<_HeightMax/2){
tintColor = lerp(_ColorMid.rgba, _ColorMin.rgba, h);
}
else{
tintColor = lerp(_ColorMax.rgba, _ColorMid.rgba, h);
}
// tintColor = ((h /_HeightMax) * 255, 1, (h /_HeightMax) * 255, 1.0);
o.Albedo = c.rgb * tintColor.rgb;
o.Alpha = c.a * tintColor.a;
}
ENDCG
}
Fallback "Diffuse"
}
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