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@edom18
Created November 14, 2015 01:10
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[Unity] Image Effectでフェードアウト ref: http://qiita.com/edo_m18/items/b0670b0274742fa1714e
using UnityEngine;
using System.Collections;
public class Fader : MonoBehaviour {
[SerializeField]
Material m_Material;
void OnRenderImage(RenderTexture src, RenderTexture dest) {
Graphics.Blit(src, dest, m_Material);
}
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv); // 1)
fixed4 black = 1 - fixed4(_Time.yyy / 2, 1); // 2)
col *= black; // 3)
return col; // 4)
}
1 - fixed4(_Time.yyy / 2, 1)
Shader "Custom/Fade"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
uniform float _Timer;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 black = 1 - fixed4(_Time.yyy / 2, 1);
col *= black;
return col;
}
ENDCG
}
}
}
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