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1.6 KiB

Shader "Myshader/Dissolve"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BurnMap ("BurnMap",2D) ="white" {}
_BurnAmount("BurnAmount",Range(0,1))=0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType" = "Opaque" "IgnoreProjectot"="true" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uvMainTex : TEXCOORD0;
float2 uvBurnMap : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _BurnMap;
float _BurnAmount;
float4 _MainTex_ST;
float4 _BurnMap_ST;
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uvMainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 burn= tex2D(_BurnMap,i.uvBurnMap).rgb;
fixed4 col = tex2D(_MainTex, i.uvMainTex);
clip(burn.r - _BurnAmount);
return col;
}
ENDCG
}
}
}