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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】
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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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