Texture transition
Shader "Custom/TransitionCG" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_SecondTex("Second texture", 2D) = "white" {} | |
_OpacityLevel("Opacity level", Range(0.0, 1.0)) = 0.0 | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
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; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
sampler2D _SecondTex; | |
Float _OpacityLevel; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
fixed4 secCol = tex2D(_SecondTex, i.uv); | |
return lerp(col, secCol, _OpacityLevel); | |
} | |
ENDCG | |
} | |
} | |
} |
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