Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "Custom/2D/Dissolve"
- {
- Properties {
- [PerRendererData] _MainTex ("Main texture", 2D) = "white" {}
- _DissolveTex ("Dissolution texture", 2D) = "gray" {}
- _Threshold ("Threshold", Range(0., 1.01)) = 0.
- }
- SubShader {
- Tags { "Queue"="Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- sampler2D _MainTex;
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv = v.texcoord;
- return o;
- }
- sampler2D _DissolveTex;
- float _Threshold;
- fixed4 frag(v2f i) : SV_Target {
- float4 c = tex2D(_MainTex, i.uv);
- float val = tex2D(_DissolveTex, i.uv).r;
- c.a *= step(_Threshold, val);
- return c;
- }
- ENDCG
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment