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Shader "Myshader/Disappear"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Offset("Offset",Range(0,1)) = 1
[Toggle(IsVertical)]_IsVertical("_IsVertical",float) = 1
}
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 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Offset;
float _IsVertical;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
if(_IsVertical==1){
o.uv.z =_Offset - o.uv.y;
}else{
o.uv.z = _Offset - o.uv.x;
}
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv.z);
fixed4 col = tex2D(_MainTex, i.uv.xy);
return col;
}
ENDCG
}
}
}