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Transition shader using mask texture.
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Shader "Sprites/Transition With Mask" { | |
Properties { | |
_MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
_TransitionMask ("Mask (RGB)", 2D) = "white" {} | |
_SecondaryTex ("Secondary (RGB)", 2D) = "white" {} | |
_AlphaCutoff ( "Alpha Cutoff", Range( 0.01, 1.0 ) ) = 0.1 | |
_Threshold ("Threshold", Range(0,1)) = 0.5 | |
} | |
SubShader { | |
Tags | |
{ | |
"Queue"="Transparent+1" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Blend One OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
half2 texcoord : TEXCOORD0; | |
fixed4 color : COLOR; | |
}; | |
sampler2D _MainTex; | |
sampler2D _TransitionMask; | |
sampler2D _SecondaryTex; | |
float4 _MainTex_ST; | |
float4 _SecondaryTex_ST; | |
fixed _AlphaCutoff; | |
float _Threshold; | |
fixed4 _Color; | |
v2f vert (appdata_t v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
o.color = v.color * _Color; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 main = tex2D(_MainTex, i.texcoord); // background texture | |
fixed4 mask = tex2D(_TransitionMask, i.texcoord); // masking texture | |
fixed4 sec = tex2D(_SecondaryTex, i.texcoord); // foreground texture | |
main.rgb *= main.a; | |
main *= i.color; | |
if((mask.r + mask.g + mask.b) * 0.33333 < _Threshold && main.a > _AlphaCutoff) | |
{ | |
// blend main and sec | |
fixed4 col = fixed4(0, 0, 0, 0); | |
col.a = 1 - (1 - sec.a) * (1 - main.a); | |
if (col.a < 0.00001) | |
return col; | |
col.r = sec.r * sec.a / col.a + main.r * main.a * (1 - sec.a) / col.a; | |
col.g = sec.g * sec.a / col.a + main.g * main.a * (1 - sec.a) / col.a; | |
col.b = sec.b * sec.a / col.a + main.b * main.a * (1 - sec.a) / col.a; | |
return col; | |
} | |
else | |
{ | |
return main; | |
} | |
} | |
ENDCG | |
} | |
} | |
} |
Author
cukiakimani
commented
Apr 15, 2017
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