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moinularif

Dissolve Shader

May 23rd, 2015
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  1. Shader "Cg shader using discard" {
  2. Properties {
  3. _MainTex ("Texture", 2D) = "white" {}
  4. _TargetTex("Texture", 2D) = "white" {}
  5.  
  6.  
  7. }
  8. SubShader {
  9. Pass {
  10. // Cull Off // turn off triangle culling, alternatives are:
  11. // Cull Back (or nothing): cull only back faces
  12. // Cull Front : cull only front faces
  13.  
  14. CGPROGRAM
  15.  
  16. #pragma vertex vert
  17. #pragma fragment frag
  18.  
  19. // uniform float _DistanceNear;
  20. uniform texture2D _MainTex;
  21. uniform texture2D _TargetTex;
  22.  
  23.  
  24. struct vertexInput {
  25. float4 vertex : POSITION;
  26. float2 uv_Maintex:TEXCOORD0 ;
  27. float2 uv_TargetTex: TEXCOORD1;;
  28. };
  29. struct vertexOutput {
  30. float4 pos : SV_POSITION;
  31. half4 maintex_alpha : TEXCOORD0;
  32. half4 targettex_alpha : TEXCOORD1;
  33. };
  34.  
  35. vertexOutput vert(vertexInput input)
  36. {
  37. vertexOutput output;
  38.  
  39. output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
  40. //output.posInObjectCoords = input.vertex;
  41. //output.
  42.  
  43. return output;
  44. }
  45.  
  46. float4 frag(vertexOutput input) : COLOR
  47. {
  48.  
  49. float2 uv_Maintex;
  50. float2 uv_TargetTex;
  51.  
  52. input.maintex_alpha = tex2D (sampler2D, IN.uv_MainTex );
  53. //maintex_alpha = tex2D (_MainTex, IN.uv_MainTex);
  54. input.targettex_alpha = tex2D (sampler2D, IN.uv_TargetTex );
  55.  
  56. if (maintex_alpha.a < 0.2)
  57. {
  58. targettex_alpha.a = 0;
  59. }
  60. return targettex_alpha;
  61. }
  62.  
  63. ENDCG
  64. }
  65. }
  66. }
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