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Copy pathPassthroughDissolver.shader
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PassthroughDissolver.shader
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// Copyright (c) Meta Platforms, Inc. and affiliates.
Shader "Meta/PassthroughDissolver"
{
Properties
{
_Level("Dissolution Level", Range(0.0, 1.0)) = 0.0
_InvertedAlpha("Inverted Alpha", float) = 0
[HideInInspector]_NoiseTex("Noise Texture", 2D) = "white" {}
[HideInInspector] _MainTex("Texture", 2D) = "white" {}
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
[HideInInspector] [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2
[HideInInspector] [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent-1" }
LOD 100
Pass
{
ZWrite Off
ZTest[_ZTest]
BlendOp[_BlendOpColor], [_BlendOpAlpha]
Blend Zero One, One One
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _NoiseTex;
float4 _MainTex_ST;
float _Level;
float _InvertedAlpha;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex + v.normal);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float noiseValue = tex2D(_NoiseTex, i.uv).r;
fixed4 col = tex2D(_MainTex, i.uv);
float baseAlpha = smoothstep(_Level, _Level, noiseValue);
float finalAlpha = lerp(baseAlpha, 1.0 - baseAlpha, _InvertedAlpha);
if (noiseValue < _Level)
{
return float4(col.rgb, 0.0);
}
return float4(0, 0, 0, finalAlpha);
}
ENDCG
}
}
}