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93 lines
2.8 KiB
93 lines
2.8 KiB
10 years ago
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Shader "Custom/Cross Fade"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_TexStart ("Start Texture ", 2D) = "white" {}
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_TexEnd ("End Texture", 2D) = "white" {}
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_Fade ("Fade", Range(0, 1)) = 0
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_Alpha ("Alpha", Range(0, 1)) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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[MaterialToggle] _FlipStart("Flip Start Texture", Float) = 0
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[MaterialToggle] _FlipEnd("Flip End Texture", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector"="True"
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"RenderType" = "Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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"ForceNoShadowCasting"="True"
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}
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _MainTex_ST;
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sampler2D _TexStart;
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fixed4 _TexStart_ST;
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sampler2D _TexEnd;
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fixed4 _TexEnd_ST;
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float _Fade;
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float _Alpha;
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fixed4 _Color;
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float _FlipStart;
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float _FlipEnd;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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v2f vert(appdata_t IN)
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{
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10 years ago
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v2f OUT;
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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10 years ago
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}
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fixed4 frag (v2f i) : COLOR
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{
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float2 start_uv = float2( i.texcoord.x, i.texcoord.y );
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float2 end_uv = float2( i.texcoord.x, i.texcoord.y );
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if ( _FlipStart != 0 )
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start_uv = float2( 1.0 - i.texcoord.x, i.texcoord.y );
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if ( _FlipEnd != 0 )
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end_uv = float2( 1.0 - i.texcoord.x, i.texcoord.y );
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fixed4 texStart = tex2D(_TexStart, start_uv);
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fixed4 texEnd = tex2D(_TexEnd, end_uv);
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fixed4 crosstex = ( texStart * texStart.a * (1.0-_Fade) ) + ( texEnd * texEnd.a * _Fade );
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return (crosstex * i.color) * _Alpha;
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}
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ENDCG
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}
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}
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Fallback off
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}
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