Created
March 2, 2018 14:58
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uGUI Transition Shader
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Shader "UI/Cunstom/transition" | |
{ | |
Properties | |
{ | |
// Set from "source image" in Image component. | |
[HideInInspector]_MainTex ("Texture", 2D) = "white" {} | |
_Edge ("Edge", Range(0, 1)) = 0.01 | |
_Progress ("Progress", Range(0, 1)) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue" = "Transparent" } | |
LOD 100 | |
Pass | |
{ | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
fixed4 color : COLOR; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
fixed _Edge; | |
fixed _Progress; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
o.color = v.color; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
fixed alpha = smoothstep(_Progress - _Edge, _Progress, 1 - col.rgb); | |
col.rgb = i.color; | |
col.a = i.color.a * alpha; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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