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@NeatWolf
Forked from HAliss/CurveDissolve.shader
Created August 17, 2019 11:27
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Creates a monochromatic texture with color values from a given animation curve
Shader "Custom/CurveDissolve"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Noise("Noise", 2D) = "white" {}
_CurveTexture("Curve texture", 2D) = "white" {}
_Cutoff("Cutoff", Range(0,1)) = 0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Cutoff;
sampler2D _CurveTexture;
sampler2D _Noise;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
//Instead of just using _Cutoff for the test, map it to the _CurveTexture
clip(tex2D(_Noise, IN.uv_MainTex).x - tex2D(_CurveTexture, float2(_Cutoff, 0.0)).x);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
using System.IO;
using UnityEditor;
using UnityEngine;
public class CurveToTexture : EditorWindow {
private Texture2D generatedTexture;
private Vector2Int textureDimensions;
private AnimationCurve animationCurve = new AnimationCurve();
[MenuItem("Tools/Curve to Texture")]
private static void ShowWindow() {
var window = GetWindow<CurveToTexture>();
window.titleContent = new GUIContent("CurveToTexture");
window.Show();
}
private void OnGUI() {
//Display fields
textureDimensions = EditorGUILayout.Vector2IntField("Dimensions", textureDimensions);
animationCurve = EditorGUILayout.CurveField("Animation curve", animationCurve);
if (GUILayout.Button("Generate texture")) {
GenerateTexture();
}
if (GUILayout.Button("Save texture")) {
SaveGeneratedTexture();
}
//Texture preview
if (generatedTexture != null) {
EditorGUILayout.LabelField("Generated texture preview");
EditorGUI.DrawPreviewTexture(new Rect(10, 120, 200, 20), generatedTexture);
}
}
private void GenerateTexture() {
if (textureDimensions.x <= 0 || textureDimensions.y <= 0) {
Debug.LogWarning("Texture dimensions have not be set correctly!");
return;
}
generatedTexture = new Texture2D(textureDimensions.x, textureDimensions.y);
generatedTexture.wrapMode = TextureWrapMode.Clamp;
for (int i = 0; i < textureDimensions.x; i++) {
for (int j = 0; j < textureDimensions.y; j++) {
float colValue = animationCurve.Evaluate((float) i / (float) textureDimensions.x);
generatedTexture.SetPixel(i, j, new Color(colValue, 0.0f, 0.0f, 0.0f));
}
}
generatedTexture.Apply();
}
private void SaveGeneratedTexture() {
GenerateTexture();
string savePath = EditorUtility.SaveFilePanelInProject("Save texture", "curve_tex.png", "png", "Save texture");
if (savePath.Length != 0) {
byte[] bytes = generatedTexture.EncodeToPNG();
File.WriteAllBytes(savePath, bytes);
}
AssetDatabase.Refresh();
//Ping texture
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(AssetDatabase.LoadMainAssetAtPath(savePath));
}
}
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