1、替换颜色
Shader "Custom/Example_Frag_5" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MainColor("MainColor",color)=(1,1,1,1) _SecondColor("SecondColor",color)=(1,1,1,1) _Center("Center",range(-2.7,2.7))=0 _R("R",range(0,0.5))=0.2 //颜色渐变的半径 _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard vertex:vert fullforwardshadows #pragma target 3.0 sampler2D _MainTex; half _Glossiness; half _Metallic; float4 _MainColor; float4 _SecondColor; float _R; float _Center; struct Input { float2 uv_MainTex; float x; }; void vert(inout appdata_full v,out Input o) { o.uv_MainTex=v.texcoord.xy; o.x=v.vertex.x; } void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; float d=IN.x-_Center; float s=abs(d); d=d/s; float f=s/_R; f=saturate(f); d*=f; d=d/2+0.5; o.Albedo*=lerp(_MainColor,_SecondColor,d)*2; } ENDCG } FallBack "Diffuse" }