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Erosion fade in shader used in "La Última Flor de Lazlar"
using UnityEngine;
using UnityEngine.UI;
// Set _ScaleAndOffset in the shader so that our math works as expected with textures in atlases :)
[ExecuteInEditMode]
public class ImageFadeIn : MonoBehaviour
{
[SerializeField]
private Image target;
void Awake()
{
if (target == null) target = FindDefaultTarget ();
if (target == null) Destroy (this);
}
void Start ()
{
Texture2D texture = target.sprite.texture;
var rectInTexture = target.sprite.textureRect;
Vector4 scaleAndOffset;
scaleAndOffset.x = texture.width / rectInTexture.width;
scaleAndOffset.y = texture.height / rectInTexture.height;
scaleAndOffset.z = (rectInTexture.xMin / texture.width) * scaleAndOffset.x;
scaleAndOffset.w = (rectInTexture.yMin / texture.height) * scaleAndOffset.y;
var material = target.material;
material.SetVector("_ScaleAndOffset", scaleAndOffset);
}
private Image FindDefaultTarget() {
var defaultTarget = GetComponent<Image> ();
if (defaultTarget.material.name == "ImageFadeIn")
return defaultTarget;
return null;
}
}
Shader "Custom/ImageFadeIn"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_FadeInTex ("Fade In Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Softness ("Softness", Range (0.001, 1)) = 1
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"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 _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
half2 fadeincoord : TEXCOORD1;
};
fixed4 _Color;
uniform float4 _ScaleAndOffset;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.fadeincoord = IN.texcoord * _ScaleAndOffset.xy - _ScaleAndOffset.zw;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
sampler2D _FadeInTex;
float _AlphaSplitEnabled;
float _Softness;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 colorMultiply = IN.color;
colorMultiply.a = 1;
fixed4 c = SampleSpriteTexture (IN.texcoord) * colorMultiply;
fixed4 fadeInColor = tex2D(_FadeInTex, IN.fadeincoord);
float fadeInBrightness = fadeInColor.r;
float lerpLevel = clamp(0,1,(IN.color.a-(fadeInBrightness))/_Softness);
c.a = lerp(0, c.a, lerpLevel);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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