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Basic.shader
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Basic.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kaima/Dissolve/Basic"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseTex("Noise", 2D) = "white" {}
_Threshold("Threshold", Range(0.0, 1.0)) = 0.5
}
SubShader
{
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
Pass
{
Cull Off //要渲染背面保证效果正确
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uvMainTex : TEXCOORD0;
float2 uvNoiseTex : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
float _Threshold;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMainTex = TRANSFORM_TEX(v.uv, _MainTex);
o.uvNoiseTex = TRANSFORM_TEX(v.uv, _NoiseTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed cutout = tex2D(_NoiseTex, i.uvNoiseTex).r;
clip(cutout - _Threshold);
fixed4 col = tex2D(_MainTex, i.uvMainTex);
return col;
}
ENDCG
}
}
}