TurnBasedStrategyCourse/Library/PackageCache/com.unity.shadergraph@16.0.1/Documentation~/Sample-Gradient-Node.md

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# Sample Gradient Node
## Description
Samples a **Gradient** given the input of **Time**. Returns a **Vector 4** color value for use in the shader.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Gradient | Input | Gradient | None | Gradient to sample |
| Time | Input | Float | None | Point at which to sample gradient (0.01.0) |
| Out | Output | Vector 4 | None | Output value as Vector4 |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
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);
}
```