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Apr 24th, 2018
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  1. Shader "Lightning/Erosion"
  2. {
  3. Properties
  4. {
  5. [HDR] _Color("Color", Color) = (1,1,1,1)
  6. _ErosionTex("Erosion Texture", 2D) = "white" {}
  7. _Threshold("Threshold", Range(0,1)) = 0
  8. _Smoothing("Smoothing", Range(0,1)) = 0
  9. }
  10. SubShader
  11. {
  12. Tags
  13. {
  14. "Queue" = "Transparent"
  15. }
  16.  
  17. ZWrite Off
  18. Blend One One
  19.  
  20. Pass
  21. {
  22. CGPROGRAM
  23. #pragma vertex vert
  24. #pragma fragment frag
  25.  
  26. #include "UnityCG.cginc"
  27.  
  28. struct appdata
  29. {
  30. float4 vertex : POSITION;
  31. float4 uv : TEXCOORD0;
  32. };
  33.  
  34. struct v2f
  35. {
  36. float4 vertex : SV_POSITION;
  37. float2 uv : TEXCOORD0;
  38. };
  39.  
  40. sampler2D _ErosionTex;
  41. float4 _ErosionTex_ST;
  42.  
  43. v2f vert (appdata v)
  44. {
  45. v2f o;
  46. o.vertex = UnityObjectToClipPos(v.vertex);
  47. o.uv = TRANSFORM_TEX(v.uv, _ErosionTex);
  48. return o;
  49. }
  50.  
  51. float4 _Color;
  52. float _Threshold;
  53. float _Smoothing;
  54.  
  55. fixed4 frag (v2f i) : SV_Target
  56. {
  57. float4 col = tex2D(_ErosionTex, i.uv);
  58.  
  59. float alpha = smoothstep(_Threshold - _Smoothing, _Threshold + _Smoothing, col.r);
  60.  
  61. return _Color * alpha;
  62. }
  63. ENDCG
  64. }
  65. }
  66. }
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