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@Demkeys
Last active September 15, 2020 06:41
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Save Demkeys/e9ab2ee6917dbba19ae79c9164fff269 to your computer and use it in GitHub Desktop.
Unlit Dissolve effect implemented with using clip(). Useful for platforms where clip() causes bad performance.
Shader "Unlit/DissolveNoClip"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainTexCol ("Texture Color", Color) = (1,1,1,1)
_NoiseTex ("Noise Texture", 2D) = "white" {}
_AlphaCutOff ("Alpha Cut Off", Range(0,1)) = 1
_EdgeSize ("Edge Size", Range(0,0.5)) = 0.5
_EdgeColor ("Edge Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderQueue"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainTexCol;
sampler2D _NoiseTex;
fixed _AlphaCutOff;
fixed _EdgeSize;
fixed4 _EdgeColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 noise = tex2D(_NoiseTex, i.uv);
fixed dissolve = lerp(1,0,step(noise.r,_AlphaCutOff));
fixed dissolve2 = lerp(1,0,step(noise.r,_AlphaCutOff+_EdgeSize));
col *= _MainTexCol;
_EdgeColor.rgb = lerp(col.rgb, _EdgeColor.rgb,
smoothstep(0,0.1,_AlphaCutOff));
col.rgb = lerp(_EdgeColor.rgb, col.rgb, dissolve2);
col.a = dissolve;
col.a = saturate(col.a);
return col;
}
ENDCG
// Render inner faces
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
// Render outer faces
Pass
{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
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