// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // this shader created a basic gradient between an initial color to an Shader "Chart/Canvas/Gradient" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Angle("Angle", Float) = 0 _Combine("Combine", Color) = (1,1,1,0) _ColorFrom("From", Color) = (1,1,1,1) _ColorTo("To", Color) = (1,1,1,1) _ChartTiling("Tiling",Float) = 1 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP fixed _Angle; fixed _ChartTiling; fixed4 _Combine; fixed4 _ColorFrom; fixed4 _ColorTo; sampler2D _MainTex; uniform float4 _MainTex_ST; float4 _ClipRect; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 worldPosition : TEXCOORD1; float4 pos : SV_POSITION; fixed4 color : COLOR; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_t v) { v2f res; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, res); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(res); res.worldPosition = v.vertex; res.pos = UnityObjectToClipPos(v.vertex); fixed angle = _Angle * 3.14159 *2 / 360.0; fixed lerpValue = (v.texcoord.x/ _ChartTiling -0.5) * sin(angle) + (v.texcoord.y-0.5) * cos(angle); lerpValue = lerpValue + 0.5; res.color = lerp(_ColorFrom,_ColorTo, lerpValue); lerpValue = _Combine.a; fixed alpha = res.color.a; res.color = lerp(res.color, _Combine, lerpValue); res.color.a = alpha; res.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return res; } float4 frag(v2f v) : COLOR { fixed4 texData = tex2D(_MainTex, v.uv) * v.color; #ifdef UNITY_UI_CLIP_RECT texData.a *= UnityGet2DClipping(v.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (texData.a - 0.001); #endif return texData; } ENDCG } } }