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- Shader "Custom/DissolveWithNoise" {
- Properties {
- _MainTex ("Sprite Texture", 2D) = "white" {}
- _NoiseTex ("Noise Texture", 2D) = "white" {}
- _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0.5
- _Threshold ("Threshold", Range(0, 1)) = 0.5
- }
- SubShader {
- Tags {"Queue"="Transparent" "RenderType"="Transparent"}
- LOD 100
- 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;
- sampler2D _NoiseTex;
- float _DissolveAmount;
- float _Threshold;
- v2f vert (appdata v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target {
- fixed4 col = tex2D(_MainTex, i.uv);
- fixed4 noise = tex2D(_NoiseTex, i.uv);
- col.a = col.a * step(noise.r, _Threshold) * _DissolveAmount;
- return col;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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