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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"
}