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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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