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@EsProgram
Last active March 6, 2016 13:17
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それぞれ同じようなエフェクト(もとのマスク画像を加算するかどうかの違い)
Shader "MBL/UI/UIFade"
{
Properties
{
[HideInInspector]
_MainTex ("Texture", 2D) = "white" {}
_BGTex("BGTexture", 2D) = "white" {}
_Clip ("Clip", Range(0,1)) = 0
_SrcCol ("SourceColor", Color) = (0,0,0,1)
_DstCol ("DestinationColor", Color) = (1,1,1,1)
_Blend ("Blend", Float) = 0.5
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
Tags{"Queue"="Transparent" "PreviewType"="Plane"}
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BGTex;
float _Clip;
float4 _SrcCol;
float4 _DstCol;
float _Blend;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 mask = tex2D(_MainTex, i.uv);
float4 bg = tex2D(_BGTex, i.uv);
clip(mask.a - _Clip);
float4 col = lerp(_SrcCol, _DstCol, i.uv.x * i.uv.y);
mask += (col * bg) * _Blend;
mask.a = 1 - _Clip;
return mask;
}
ENDCG
}
}
}
Shader "MBL/UI/UIFade"
{
Properties
{
[HideInInspector]
_MainTex ("Texture", 2D) = "white" {}
_BGTex("BGTexture", 2D) = "white" {}
_Clip ("Clip", Range(0,1)) = 0
_SrcCol ("SourceColor", Color) = (0,0,0,1)
_DstCol ("DestinationColor", Color) = (1,1,1,1)
_Blend ("Blend", Float) = 0.5
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
Tags{"Queue"="Transparent" "PreviewType"="Plane"}
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BGTex;
float _Clip;
float4 _SrcCol;
float4 _DstCol;
float _Blend;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 mask = tex2D(_MainTex, i.uv);
float4 bg = tex2D(_BGTex, i.uv);
clip(mask.a - _Clip);
float4 col = lerp(_SrcCol, _DstCol, i.uv.x * i.uv.y);
mask = (col * bg) * _Blend;
mask.a = 1 - _Clip;
return mask;
}
ENDCG
}
}
}
@EsProgram
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