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Shader "UI/Dissolve" |
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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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_Color ("Tint", Color) = (1,1,1,1) |
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_StencilComp ("Stencil Comparison", Float) = 8 |
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_Stencil ("Stencil ID", Float) = 0 |
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_StencilOp ("Stencil Operation", Float) = 0 |
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_StencilWriteMask ("Stencil Write Mask", Float) = 255 |
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_StencilReadMask ("Stencil Read Mask", Float) = 255 |
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_ColorMask ("Color Mask", Float) = 15 |
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_NoiseTex ("Texture", 2D) = "white" {} |
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_EdgeColour1 ("Edge colour 1", Color) = (1.0, 1.0, 1.0, 1.0) |
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_EdgeColour2 ("Edge colour 2", Color) = (1.0, 1.0, 1.0, 1.0) |
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_Level ("Dissolution level", Range (0.0, 1.0)) = 0.1 |
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_Edges ("Edge width", Range (0.0, 1.0)) = 0.1 |
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", 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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} |
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Stencil |
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{ |
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Ref [_Stencil] |
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Comp [_StencilComp] |
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Pass [_StencilOp] |
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ReadMask [_StencilReadMask] |
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WriteMask [_StencilWriteMask] |
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} |
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Cull Off |
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Lighting Off |
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ZWrite Off |
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ZTest [unity_GUIZTestMode] |
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Blend SrcAlpha OneMinusSrcAlpha |
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ColorMask [_ColorMask] |
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Pass |
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{ |
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Name "Default" |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 2.0 |
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#include "UnityCG.cginc" |
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#include "UnityUI.cginc" |
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT |
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP |
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struct appdata_t |
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{ |
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float4 vertex : POSITION; |
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float4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct v2f |
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{ |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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float4 worldPosition : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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sampler2D _MainTex; |
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fixed4 _Color; |
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fixed4 _TextureSampleAdd; |
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float4 _ClipRect; |
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float4 _MainTex_ST; |
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sampler2D _NoiseTex; |
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float4 _EdgeColour1; |
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float4 _EdgeColour2; |
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float _Level; |
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float _Edges; |
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v2f vert(appdata_t v) |
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{ |
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v2f OUT; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); |
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OUT.worldPosition = v.vertex; |
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); |
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); |
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OUT.color = v.color * _Color; |
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return OUT; |
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} |
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fixed4 frag(v2f IN) : SV_Target |
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{ |
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float cutout = tex2D(_NoiseTex, IN.texcoord).r; |
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; |
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#ifdef UNITY_UI_CLIP_RECT |
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); |
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#endif |
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if (cutout <= _Level) { |
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color.a = 0; |
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} |
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else { |
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if(cutout < color.a && cutout < _Level + _Edges){ |
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color = lerp(_EdgeColour1, _EdgeColour2, (cutout - _Level) / _Edges); |
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} |
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} |
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#ifdef UNITY_UI_ALPHACLIP |
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clip (color.a - 0.001); |
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#endif |
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return color; |
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} |
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ENDCG |
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} |
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} |
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} |
Made a quick Lit one for purpose of having the same functionality but lit, can't do PR on gist apparently, so here it is, feel free to add or disregard
Shader "Custom/DissolveInOut" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_DissolveTex("Dissolve Texture", 2D) = "white" {}
_Level("Dissolution level", Range(0.0, 1.0)) = 0.1
_EdgeColour1("Edge colour 1", Color) = (1.0, 1.0, 1.0, 1.0)
_EdgeColour2("Edge colour 2", Color) = (1.0, 1.0, 1.0, 1.0)
_Edges("Edge width", Range(0.0, 1.0)) = 0.1
}