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60 lines
1.6 KiB
60 lines
1.6 KiB
Shader "Myshader/Dissolve"
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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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_BurnMap ("BurnMap",2D) ="white" {}
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_BurnAmount("BurnAmount",Range(0,1))=0
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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 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uvMainTex : TEXCOORD0;
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float2 uvBurnMap : TEXCOORD2;
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};
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sampler2D _MainTex;
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sampler2D _BurnMap;
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float _BurnAmount;
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float4 _MainTex_ST;
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float4 _BurnMap_ST;
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v2f vert (a2v v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uvMainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);
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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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fixed3 burn= tex2D(_BurnMap,i.uvBurnMap).rgb;
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fixed4 col = tex2D(_MainTex, i.uvMainTex);
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clip(burn.r - _BurnAmount);
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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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