91 lines
1.9 KiB
Plaintext
91 lines
1.9 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "WPYS/Effect/Special/EffectDissolve"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_TintColor("Tint Color", Color) = (1, 1, 1, 1)
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_DissolveTex("DissolveTex", 2D) = "white" {}
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_Dissolve("Dissolve", Range(0, 1)) = 0
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}
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Category{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off Lighting Off ZWrite Off
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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struct appdata
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{
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half4 vertex : POSITION;
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fixed4 color : COLOR;
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half2 uv : TEXCOORD0;
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};
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struct v2f
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{
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half4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 uv : TEXCOORD0;
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half2 uv2 : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D _DissolveTex;
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fixed4 _MainTex_ST;
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fixed4 _DissolveTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv2 = TRANSFORM_TEX(v.uv, _DissolveTex);
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o.color = v.color;
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return o;
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}
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fixed4 _TintColor;
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fixed _Dissolve;
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 disov = tex2D(_DissolveTex, i.uv2);
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disov.r += i.color.a - 1;
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clip(disov.r - _Dissolve);
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv) * _TintColor;
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col.rgb *= i.color.rgb;
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return col;
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}
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ENDCG
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}
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}
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SubShader {
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Lighting Off
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ZWrite off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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Name "BASE"
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SetTexture[_MainTex] {
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constantColor[_TintColor]
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combine texture * constant
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}
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SetTexture[_MainTex] {
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combine previous * Primary
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}
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}
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}
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}
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}
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