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| 1 | +// Created by Jafar Abdulrasoul |
| 2 | + |
| 3 | +// Special thanks to Dan http://danjohnmoran.com |
| 4 | + |
| 5 | + |
| 6 | +Shader "Effects/TransitionShaderWithTexture" |
| 7 | +{ |
| 8 | + Properties |
| 9 | + { |
| 10 | + _MainTex ("Texture", 2D) = "white" {} //Main Texture, leave empty |
| 11 | + _TranTex ("Transition Texture", 2D) = "black" {} //Transition texture. Leave blank if using color |
| 12 | + _PatternTex ("Pattern Texture", 2d) = "white" {} //The pattern transition texture |
| 13 | + _Cutoff("Progress", Range (0, 1)) = 0 //Cut off slider |
| 14 | + _Color("Color", Color) = (0,0,0,0) //defaults to black |
| 15 | + [MaterialToggle] _UseColor("Use Color", Float) = 0 //color or texture toggle |
| 16 | + } |
| 17 | + SubShader |
| 18 | + { |
| 19 | + // No culling or depth |
| 20 | + Cull Off ZWrite Off ZTest Always |
| 21 | + |
| 22 | + Pass |
| 23 | + { |
| 24 | + CGPROGRAM |
| 25 | + #pragma vertex vert |
| 26 | + #pragma fragment frag |
| 27 | + |
| 28 | + #include "UnityCG.cginc" |
| 29 | + |
| 30 | + struct appdata |
| 31 | + { |
| 32 | + float4 vertex : POSITION; |
| 33 | + float2 uv : TEXCOORD0; |
| 34 | + }; |
| 35 | + |
| 36 | + struct v2f |
| 37 | + { |
| 38 | + float2 uv : TEXCOORD0; |
| 39 | + float2 uv1 : TEXCOORD1; |
| 40 | + float4 vertex : SV_POSITION; |
| 41 | + }; |
| 42 | + |
| 43 | + sampler2D _MainTex; |
| 44 | + sampler2D _TranTex; |
| 45 | + sampler2D _PatternTex; |
| 46 | + float _Cutoff; |
| 47 | + fixed4 _Color; |
| 48 | + float _UseColor; |
| 49 | + |
| 50 | + v2f vert (appdata v) |
| 51 | + { |
| 52 | + v2f o; |
| 53 | + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); |
| 54 | + o.uv = v.uv; |
| 55 | + o.uv1 = v.uv; |
| 56 | + |
| 57 | + //because shaders are complicated, this adjusts coordinates |
| 58 | + #if UNITY_UV_STARTS_AT_TOP |
| 59 | + if (_MainTex_TexelSize.y < 0) |
| 60 | + o.uv1.y = 1 - o.uv1.y; |
| 61 | + #endif |
| 62 | + |
| 63 | + return o; |
| 64 | + } |
| 65 | + |
| 66 | + fixed4 frag(v2f i) : SV_Target |
| 67 | + { |
| 68 | + fixed4 transit = tex2D(_PatternTex, i.uv); |
| 69 | + //checks the blue attribute of the pattern and cuts off in respect to that |
| 70 | + if(transit.b < _Cutoff){ |
| 71 | + // if _UseColor is enabled, use color instead |
| 72 | + if(_UseColor > 0) |
| 73 | + return _Color; |
| 74 | + // _Use color is not enabled, use the _TranTex |
| 75 | + return tex2D(_TranTex, i.uv); |
| 76 | + } |
| 77 | + // return the original texture aka don't do anything |
| 78 | + return tex2D(_MainTex, i.uv); |
| 79 | + } |
| 80 | + ENDCG |
| 81 | + } |
| 82 | + } |
| 83 | +} |
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