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Question by Walkure · Mar 13, 2019 at 02:08 PM · uishadergradient

Slice-9-grid gradient shader

Hi. I want to create UI gradient shader and i have some trouble. My gradient shader based on UI/Default shader And in Editor-mode his works fine : https://i.imgur.com/wENG5Hi.png But if i click "Play" - uv coord changed and my lerp functions work incorrectly : https://i.imgur.com/1EEG5fy.png My picture is packed in atlas and i think it's problem... I try to use ComputeScreenPos for calculation OUT.uv in vert function but in this case gradient changes at screen position... it's bad =) Please help!)

Short shader code :

 struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float2 uv : TEXCOORD0;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
 
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 float2 uv  : TEXCOORD0;
                 float4 worldPosition : TEXCOORD1;
                 UNITY_VERTEX_OUTPUT_STEREO
 
                 fixed texcoordRatio : TEXCOORD_RATIO;
             };
 
             sampler2D _MainTex;
            
             fixed4 _Color;
             fixed4 _Color2;
 
             fixed4 _TextureSampleAdd;
             float4 _ClipRect;
             float4 _MainTex_ST;
 
             v2f vert(appdata_t v)
             {
                 v2f OUT;
                 UNITY_SETUP_INSTANCE_ID(v);
                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                 OUT.worldPosition = v.vertex;
                 OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
 
                 OUT.uv = TRANSFORM_TEX(v.uv, _MainTex); // my problem is here! How to get real tex coord in play mode
 
                 return OUT;
             }
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 half4 color = (tex2D(_MainTex, IN.uv) + _TextureSampleAdd);
 
                 color *= lerp(_Color2, _Color , IN.uv.y ); // !!!Gradient
 
                 #ifdef UNITY_UI_CLIP_RECT
                     color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                 #endif
 
                 #ifdef UNITY_UI_ALPHACLIP
                     clip (color.a - 0.001);
                 #endif
 
                 return color;
             }


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