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62 lines
1.5 KiB
62 lines
1.5 KiB
1 year ago
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Shader "Myshader/Disappear"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Offset("Offset",Range(0,1)) = 1
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[Toggle(IsVertical)]_IsVertical("_IsVertical",float) = 1
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "RenderType" = "Opaque" "IgnoreProjectot"="true" }
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Pass
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{
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct a2v
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _Offset;
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float _IsVertical;
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v2f vert (a2v v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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if(_IsVertical==1){
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o.uv.z =_Offset - o.uv.y;
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}else{
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o.uv.z = _Offset - o.uv.x;
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}
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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clip(i.uv.z);
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fixed4 col = tex2D(_MainTex, i.uv.xy);
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return col;
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}
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ENDCG
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}
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}
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}
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