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@Petethegoat
Created April 22, 2013 22:59
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Shader for Unity that vertex blends two textures with a mask. Imperfect.
Shader "Custom/VertexBlendMaskedCleanEdges" {
Properties
{
_Over ("Over", 2D) = "white" {}
_Under ("Under", 2D) = "white" {}
_Mask ("Mask", 2D) = "white" {}
_Bias ("Edge Bias", Range(0.5, 30.0)) = 4.0
_Edge ("Edge Sharpness", Float) = 10.0
_Fall ("Blend Falloff", Float) = 1.0
}
SubShader
{
Tags
{
"Queue" = "Geometry-100"
"RenderType" = "Opaque"
}
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 uv_Under : TEXCOORD0;
float2 uv_Over : TEXCOORD1;
float2 uv_Mask : TEXCOORD2;
float4 color : COLOR;
};
sampler2D _Over,_Under,_Mask;
float _Edge;
float _Bias;
float _Fall;
void surf (Input IN, inout SurfaceOutput o)
{
fixed3 mask = tex2D (_Mask, IN.uv_Mask);
fixed3 col;
mask = mask.r;
mask *= IN.color.r;
mask *= _Bias;
mask = pow(mask, _Edge);
mask = clamp((mask.r - IN.color.r) / _Fall, 0.0, 1.0);
col = tex2D (_Under, IN.uv_Under).rgb * 1 - mask.r;
col = max(tex2D (_Over, IN.uv_Over).rgb * mask.r, col);
o.Albedo = col;
o.Alpha = 0.0;
}
ENDCG
}
}
@smkplus
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smkplus commented Aug 4, 2017

Awesome!
ایول حال کردم

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