Shader "Hidden/ProCamera2D/TransitionsFX/Blinds" { Properties { _MainTex ("Texture", 2D) = "white" {} _Step ("Step", Range(0, 1)) = 0 _BackgroundColor ("Background Color", Color) = (0, 0, 0, 1) _Direction ("Direction", Int) = 0 _Blinds ("Blinds", Int) = 2 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _Step; float4 _BackgroundColor; int _Direction; int _Blinds; fixed4 frag (v2f i) : SV_Target { fixed4 colour = _BackgroundColor; if (_Direction == 0 && frac(i.uv.x * _Blinds) < 1 - _Step) colour = tex2D(_MainTex, i.uv); else if (_Direction == 1 && frac(i.uv.x * _Blinds) > _Step) colour = tex2D(_MainTex, i.uv); else if (_Direction == 2 && frac(i.uv.y * _Blinds) > _Step) colour = tex2D(_MainTex, i.uv); else if (_Direction == 3 && frac(i.uv.y * _Blinds) < 1 - _Step) colour = tex2D(_MainTex, i.uv); return colour; } ENDCG } } }