9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
42 lines
1.5 KiB
Markdown
42 lines
1.5 KiB
Markdown
# Sample Gradient Node
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## Description
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Samples a **Gradient** given the input of **Time**. Returns a **Vector 4** color value for use in the shader.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Gradient | Input | Gradient | None | Gradient to sample |
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| Time | Input | Float | None | Point at which to sample gradient (0.0–1.0) |
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| Out | Output | Vector 4 | None | Output value as Vector4 |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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void Unity_SampleGradient_float(float4 Gradient, float Time, out float4 Out)
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{
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float3 color = Gradient.colors[0].rgb;
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[unroll]
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for (int c = 1; c < 8; c++)
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{
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float colorPos = saturate((Time - Gradient.colors[c-1].w) / (Gradient.colors[c].w - Gradient.colors[c-1].w)) * step(c, Gradient.colorsLength-1);
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color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type));
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}
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#ifndef UNITY_COLORSPACE_GAMMA
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color = SRGBToLinear(color);
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#endif
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float alpha = Gradient.alphas[0].x;
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[unroll]
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for (int a = 1; a < 8; a++)
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{
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float alphaPos = saturate((Time - Gradient.alphas[a-1].y) / (Gradient.alphas[a].y - Gradient.alphas[a-1].y)) * step(a, Gradient.alphasLength-1);
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alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type));
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}
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Out = float4(color, alpha);
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}
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```
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