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@Makizemi
Created August 16, 2018 10:50
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Shader "Unlit/UI_Gauge"
{
Properties
{
_ColorTex ("Color Texture", 2D) = "white" {}
_GaugeTex("GaugeTexture", 2D) = "white"{}
_Threshold("Threshold", Range(0, 1)) = 0
_Offset("Offset", Float) = -0.05
_FrameTex("FrameTexture", 2D) = "white"{}
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "MathFunctions.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _ColorTex;
float4 _ColorTex_ST;
sampler2D _GaugeTex;
half _Threshold;
float _Offset;
sampler2D _FrameTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _ColorTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 m = tex2D(_GaugeTex, i.uv);
//グレースケールに変換
half gray = m.r * 0.2 + m.g * 0.7 + m.b * 0.1;
float threshold = Remap(_Threshold, float2(0, 1), float2(1, _Offset));
float alpha = m.a * smoothstep(threshold, threshold - _Offset, gray);
fixed4 col = tex2D(_ColorTex, i.uv) * alpha;
fixed4 frameCol = tex2D(_FrameTex, i.uv);
return lerp(col, frameCol, frameCol.a);
}
ENDCG
}
}
FallBack "Transparent/Cutout/Diffuse"
}
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