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Question by dandepeched · Sep 27, 2018 at 07:20 PM · shadersoptimizationshader programmingshader writinggradient

Shader optimization: 3 color gradient with 2 middle points

Hi, I am new in shader programming. I'm trying to adopt @JonathanCzeck solution for my purposes (https://answers.unity.com/questions/1108472/3-color-linear-gradient-shader.html)

The only difference is that I need to persist 2nd color for some width, so I introduce _Middle2 property and use it like this:

                 half4 color = lerp(_ColorBot, _ColorMid, IN.texcoord.y / _Middle1) * step(IN.texcoord.y, _Middle1);
                 if (IN.texcoord.y / _Middle1 > 1 && IN.texcoord.y / _Middle2 < 1)
                 {
                     color += _ColorMid;
                 }
                 color += lerp(_ColorMid, _ColorTop,
                     (IN.texcoord.y - _Middle2) / (1 - _Middle2)) * (1 - step(IN.texcoord.y, _Middle2));

I was wondering if there is more optimal way to persist _ColorMid without using if statement.

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