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@EsProgram
Created March 12, 2016 17:28
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ページめくる感じのアニメーションできるシェーダー
Shader "MBL/NextPage"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_PageTex("PageTexture", 2D) = "white" {}
_AlphaMask("AlphaMask", Range(0, 1)) = 0.1
_Flip("Flip",Range(-1, 1)) = 0
}
SubShader
{
Tags { "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 puv : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _PageTex;
float4 _PageTex_ST;
float _AlphaMask;
float _Flip;
float l2(float x)
{
return 1 - _Flip + 0.1 * cos(x * 2);
}
float l1(float y)
{
return _Flip + 0.1 * sin(y * 3);
}
float l0(float x)
{
return x - _Flip;
}
v2f vert(appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.puv = TRANSFORM_TEX(v.uv, _PageTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//コンテンツとページテクスチャ色取得
float4 content_col = tex2D(_MainTex, i.uv);
float4 page_col = tex2D(_PageTex, i.puv);
//L0より右の描画を無視
float l0_y = l0(i.uv.x);
clip(i.uv.y - l0_y);
//範囲内ならば暗い色に
if (i.uv.x > l1(i.uv.y) && i.uv.y < l2(i.uv.x))
content_col = float4(0.5, 0.5, 0.5, 1);
//ページ内容のうち一定の値より透明なものはページの色にすり替える
if (content_col.a < _AlphaMask)
return page_col;
return content_col * page_col;
}
ENDCG
}
}
}
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