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@sapphire-al2o3
Created December 4, 2013 17:23
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Unityでアルファブレンドするトランジション用のシェーダ
Shader "Custom/Transition" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Base Color", Color) = (0, 0, 0, 1)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.0
_Step ("Step", Range(0, 1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Cutoff;
fixed _Step;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
float a = col.a * max(1.0 - _Step, 0.0) + _Step;
if(a < _Cutoff + 1.0 / 256.0) {
discard;
}
fixed4 ret = _Color;
if(a < _Cutoff + _Step) {
ret.a = smoothstep(_Cutoff, _Cutoff + _Step, a);
}
return ret;
}
ENDCG
}
}
}
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