Shader "VFX_Klaus/VFX_lab" { Properties { _Up_Color("Up_Color", Color) = (0.3207547,0.243592,0.243592,1) _Down_Color("Down_Color", Color) = (0.3207547,0.243592,0.243592,1) _Gradation_thickness("Gradation_thickness", Float) = 4.7 _Gradation_height("Gradation_height", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGPROGRAM #pragma target 3.0 #pragma surface surf Unlit keepalpha addshadow fullforwardshadows struct Input { float2 uv_texcoord; }; uniform float4 _Down_Color; uniform float4 _Up_Color; uniform float _Gradation_height; uniform float _Gradation_thickness; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { float4 lerpResult = lerp( _Down_Color , _Up_Color , saturate( ( ( i.uv_texcoord.y - _Gradation_height ) * _Gradation_thickness ) )); o.Emission = lerpResult.rgb; o.Alpha = 1; } ENDCG } Fallback "Diffuse" }