Sample Gradient ノード
説明
Time の入力に応じて グラデーション (Gradient) をサンプリングします。シェーダー内で使用する Vector 4 の色の値を返します。
ポート
Name |
Direction |
タイプ |
バインディング |
説明 |
Gradient |
入力 |
Gradient |
なし |
サンプリングするグラデーション |
Time |
入力 |
Vector 1 |
なし |
グラデーションをサンプリングするポイント (0.0–1.0) |
Out |
出力 |
Vector 4 |
なし |
Vector4 出力値 |
生成されるコードの例
以下のサンプルコードは、このノードの出力の一例を示したものです。
void Unity_SampleGradient_float(float4 Gradient, float Time, out float4 Out)
{
float3 color = Gradient.colors[0].rgb;
[unroll]
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((Time - Gradient.colors[c-1].w) / (Gradient.colors[c].w - Gradient.colors[c-1].w)) * step(c, Gradient.colorsLength-1);
color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type));
}
# ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
# endif
float alpha = Gradient.alphas[0].x;
[unroll]
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((Time - Gradient.alphas[a-1].y) / (Gradient.alphas[a].y - Gradient.alphas[a-1].y)) * step(a, Gradient.alphasLength-1);
alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type));
}
Out = float4(color, alpha);
}
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