55 lines
1.7 KiB
Plaintext
55 lines
1.7 KiB
Plaintext
Shader "Custom/DissolveShader" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
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_DissolveSpeed ("Dissolve Speed", Range(0, 1)) = 0.5
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_NoiseScale ("Noise Scale", Range(0, 1)) = 0.1
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}
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SubShader {
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Tags {"Queue"="Transparent" "RenderType"="Opaque"}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float _DissolveAmount;
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float _DissolveSpeed;
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float _NoiseScale;
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v2f vert (appdata v) {
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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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return o;
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}
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float4 frag (v2f i) : SV_Target {
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float4 col = tex2D(_MainTex, i.uv) * _Color;
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float dissolveValue = _DissolveAmount + _Time.y * _DissolveSpeed;
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float noiseValue = 1.0 - tex2D(_MainTex, i.uv * _NoiseScale + _Time.y * _DissolveSpeed).r;
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dissolveValue = max(0, min(1, dissolveValue + noiseValue));
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col.a *= dissolveValue;
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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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FallBack "Diffuse"
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} |