/
TransitionByTexture.shader
72 lines (63 loc) · 1.68 KB
/
TransitionByTexture.shader
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Shader "Bloops/CameraUtility/TexTransition"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Transition ("Transition",2D) = "white" {}
_Color ("Color", Color) = (0, 0, 0, 1)
_Lerp ("Lerp", Range(0, 1)) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _Transition;
float4 _Color;
float _Lerp;
float _Smooth;
fixed4 frag (v2f i) : SV_Target
{
if(_Lerp == 1)
{
return _Color;
}
fixed4 col = tex2D(_MainTex,i.uv);;
if(_Lerp == 0)
{
return col;
}
fixed4 transition = tex2D(_Transition,i.uv);
if (_Lerp >= transition.r)
{
return _Color;
}
return col;
}
ENDCG
}
}
}