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@jpsarda
Created May 13, 2014 20:53
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CG Shader to dig a hole in an image in Futile/Unity3D. See usage.cs for more details.
public class FHole0Shader : FShader
{
private Texture _hole0Texture=null;
private Vector2 _hole0Offset=Vector2.zero;
public Texture hole0Texture
{
get {return _hole0Texture;}
}
public void SetHole0(FAtlasElement hole0Element,FAtlasElement toDigElement) {
_hole0Texture=hole0Element.atlas.texture;
_hole0Offset=hole0Element.uvTopLeft-toDigElement.uvTopLeft;
needsApply = true;
}
public FHole0Shader() : base("Hole0Shader", Shader.Find("Futile/Hole0"))
{
needsApply = true;
}
override public void Apply(Material mat)
{
if (_hole0Texture!=null) {
mat.SetTexture("_Hole0Tex",_hole0Texture);
mat.SetTextureOffset("_Hole0Tex",_hole0Offset);
}
}
}
Shader "Futile/Hole0"
{
Properties
{
_Hole0Tex ("Hole (RGB) Trans (A)", 2D) = "white" {}
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
}
Category
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque"}
ZWrite Off
//Alphatest Greater 0
Blend SrcAlpha OneMinusSrcAlpha
Fog { Color(0,0,0,0) }
Lighting Off
Cull Off //we can turn backface culling off because we know nothing will be facing backwards
BindChannels
{
Bind "Vertex", vertex
Bind "texcoord", texcoord
Bind "Color", color
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma profileoption NumTemps=64
float4 _Color;
sampler2D _MainTex;
sampler2D _Hole0Tex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 hole0uv : TEXCOORD1;
};
float4 _MainTex_ST;
float4 _Hole0Tex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
o.hole0uv = TRANSFORM_TEX (v.texcoord, _Hole0Tex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv) * _Color;
texcol.a *= (1-tex2D(_Hole0Tex, i.hole0uv).a) ;
return texcol;
}
ENDCG
}
}
}
}
//
//
// This will dig a hole in an image
// Constraints : both image must have the same size, embedded in a texture of the same sizes (same texture works), and not trimmed.
//
//
FSprite toDig=new FSprite("toDigImage");
AddChild(toDig);
FHole0Shader shader=new FHole0Shader();
shader.SetHole0(Futile.atlasManager.GetElementWithName("holeImage"),Futile.atlasManager.GetElementWithName("toDigImage"));
toDig.shader=shader;
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