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【Unity】テクスチャトランジション(グレイスケールからカラー。もしくはその逆)【Shader】
Shader "Unlit/TransitionGrayScaleToColor"
{
Properties
{
_MainTex ("MainTexture", 2D) = "white" {}
_Pattern("Pattern",2D)="white"{}
_Threshold("Threshold",Range(0.0,1.0))=0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
sampler2D _Pattern;
float _Threshold;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv=v.uv;
return o;
}
float getgray(fixed4 c)
{
return c.r*0.2126+c.g*0.7152+c.b*0.0722;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float g = getgray(col);
fixed4 gray = fixed4(g, g, g, col.a);
fixed4 pattern = tex2D(_Pattern, i.uv);
float pg = getgray(pattern);
pg = clamp(pg, 0.01, 0.99);
float a = step(pg, _Threshold);
return lerp(gray, col, a);
}
ENDCG
}
}
}
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