using UnityEngine; public class FPSShaderColorGradient : MonoBehaviour { public string ShaderProperty = "_TintColor"; public int MaterialID = 0; public Gradient Color = new Gradient(); public float TimeMultiplier = 1; private bool canUpdate; private Material matInstance; private int propertyID; private float startTime; private Color oldColor; // Use this for initialization private void Start() { var rend = GetComponent(); if (rend != null) { var mats = rend.materials; if (MaterialID >= mats.Length) Debug.Log("ShaderColorGradient: Material ID more than shader materials count."); matInstance = mats[MaterialID]; } else { var proj = GetComponent(); var projMat = proj.material; if (!projMat.name.EndsWith("(Instance)")) matInstance = new Material(projMat) { name = projMat.name + " (Instance)" }; else matInstance = projMat; proj.material = matInstance; } if (!matInstance.HasProperty(ShaderProperty)) Debug.Log("ShaderColorGradient: Shader not have \"" + ShaderProperty + "\" property"); propertyID = Shader.PropertyToID(ShaderProperty); oldColor = matInstance.GetColor(propertyID); } private void OnEnable() { startTime = Time.time; canUpdate = true; } private void Update() { var time = Time.time - startTime; if (canUpdate) { var eval = Color.Evaluate(time / TimeMultiplier); matInstance.SetColor(propertyID, eval * oldColor); } if (time >= TimeMultiplier) canUpdate = false; } }