ZeroVR/ZeroPacientVR/Assets/DissolveEmissionShader/NewSurfaceShader.shader

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Shader "Custom/DissolveShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_DissolveSpeed ("Dissolve Speed", Range(0, 1)) = 0.5
_NoiseScale ("Noise Scale", Range(0, 1)) = 0.1
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Opaque"}
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _DissolveAmount;
float _DissolveSpeed;
float _NoiseScale;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target {
float4 col = tex2D(_MainTex, i.uv) * _Color;
float dissolveValue = _DissolveAmount + _Time.y * _DissolveSpeed;
float noiseValue = 1.0 - tex2D(_MainTex, i.uv * _NoiseScale + _Time.y * _DissolveSpeed).r;
dissolveValue = max(0, min(1, dissolveValue + noiseValue));
col.a *= dissolveValue;
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}