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
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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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