Shader Story
August 1, 2025 · View on GitHub
Common HLSL Functions: Smoothstep
smoothstep(edge_01, edge_02, x)returns a smooth Hermite interpolation between0.0and1.0, based on the value ofxwithin the[edge_01, edge_02]range. It’s perfect for soft transitions, anti-aliased masks, gradients, and stylized blending.
float smoothstep(float edge_01_, float edge_02_, float x);
Visual demo
This example uses smoothstep() across the horizontal UV axis, producing a smooth vertical blend between two colors.
URP Shader Code
Shader "DecompiledArt/CommonFunctions/Smoothstep/Smoothstep"
{
Properties
{
_Tint01("Tint01", Color) = (1,1,1,1)
_Tint02("Tint02", Color) = (1,1,1,1)
_StepEdgeStart("StepEdgeStart", Range(0.0 ,1.0)) = 1.0
_StepEdgeEnd("StepEdgeEnd", Range(0.0 ,1.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
half2 uvs: TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
half2 uvs: TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _Tint01;
half4 _Tint02;
half _StepEdgeStart;
half _StepEdgeEnd;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvs = IN.uvs;
return OUT;
}
half4 frag(Varyings i) : SV_Target
{
half edge_step = smoothstep(_StepEdgeStart, _StepEdgeEnd, i.uvs.x);
half3 col_smoothstep = lerp(_Tint01.xyz, _Tint02.xyz, edge_step);
half4 col_output = half4(col_smoothstep, 1.0);
return col_output;
}
ENDHLSL
}
}
}
URP Shader graph
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