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MyRainbow.shader 2.29 KiB
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    Shader "Custom/MyRainbow"
    {
        Properties
        {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white" {}
            _Glossiness ("Smoothness", Range(0,1)) = 0.5
            _Metallic ("Metallic", Range(0,1)) = 0.0
    		_EmissionColor("Color", Color) = (1,1,1,1)
    
        }
        SubShader
        {
    		
            Tags { "RenderType"="Opaque" }
            LOD 200
    
            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Standard fullforwardshadows
    
            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0
    		#include "Shared/ShaderTools.cginc"
            sampler2D _MainTex;
    	
    
            struct Input
            {
                float2 uv_MainTex;
            };
    
            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
    		fixed4 _EmissionColor;
    		
            // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
            // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
            // #pragma instancing_options assumeuniformscaling
            UNITY_INSTANCING_BUFFER_START(Props)
                // put more per-instance properties here
            UNITY_INSTANCING_BUFFER_END(Props)
    
            void surf (Input IN, inout SurfaceOutputStandard o)
            {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
    	
    
                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
    
    		
    
    			half a = IN.uv_MainTex.x;
    			if (a > .5f) a = 1 - a;
    
    			half b = IN.uv_MainTex.y;
    			if (b > .5f) b = 1 - b;
    
    			//fixed4 hsl = RGBtoHSL(_EmissionColor);
    		
    		//half t = (_SinTime + 1.0f) / 2.0f;
    			half t = _Time;int g = _Time;t -= g;
    			
    
    			half h = 2*t +
    				(sqrt(a*a+b*b)) *1
    			//sqrt(a *b)*8
    				;
    
    			fixed4 hsl = fixed4(h, 1, .5f, 1);
    
    			int gh = hsl.x;
    			hsl.x -= gh;
    	/*	hsl.x /= 4.0f;
    			hsl.x += .5f;
    
    
    			if (hsl.x > .625f) hsl.x = .625f - (hsl.x - .625f);*/
    
    			fixed4 rgb = HSLtoRGB(hsl);
    
    
    
    			o.Emission = tex2D(_MainTex, IN.uv_MainTex) * rgb;
    
            }
            ENDCG
        }
        FallBack "Diffuse"
    }