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" }