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- Shader "DissolverShader/DissolveShader" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- _NormalMap ("Normal Map", 2D) = "bump" {}
- _NormalStrenght ("Normal Strength", Range(0, 1.5)) = 0.5
- _DissolveMap ("Dissolve Map", 2D) = "white" {}
- _DissolveAmount ("DissolveAmount", Range(0,1)) = 0
- _DissolveColor ("DissolveColor", Color) = (1,1,1,1)
- _DissolveEmission ("DissolveEmission", Range(0,1)) = 1
- _DissolveWidth ("DissolveWidth", Range(0,0.1)) = 0.05
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows
- #pragma target 3.0
- sampler2D _MainTex;
- sampler2D _NormalMap;
- sampler2D _DissolveMap;
- struct Input {
- float2 uv_MainTex;
- float2 uv_NormalMap;
- float2 uv_DissolveMap;
- };
- half _DissolveAmount;
- half _NormalStrenght;
- half _Glossiness;
- half _Metallic;
- half _DissolveEmission;
- half _DissolveWidth;
- fixed4 _Color;
- fixed4 _DissolveColor;
- void surf (Input IN, inout SurfaceOutputStandard o) {
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- fixed4 mask = tex2D (_DissolveMap, IN.uv_DissolveMap);
- if(mask.r < _DissolveAmount)
- discard;
- o.Albedo = c.rgb;
- if(mask.r < _DissolveAmount + _DissolveWidth) {
- o.Albedo = _DissolveColor;
- o.Emission = _DissolveColor * _DissolveEmission;
- }
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- o.Normal = UnpackScaleNormal(tex2D(_NormalMap, IN.uv_NormalMap), _NormalStrenght);
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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