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2026-02-21 16:58:22 -08:00
// Adapted from a tutorial by https://twitter.com/DanielJMoran
Shader "Hidden/ProCamera2D/TransitionsFX/Texture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
_TransitionTex("Transition Texture", 2D) = "white" {}
_Smoothing ("Smoothing", Range(0, 1)) = .1
}
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;
sampler2D _TransitionTex;
float _Smoothing;
fixed4 frag (v2f i) : SV_Target
{
if(_Step == 1)
return _BackgroundColor;
fixed4 transitTex = tex2D(_TransitionTex, i.uv);
fixed4 colour = tex2D(_MainTex, i.uv);
if (_Step >= transitTex.r)
{
float alpha = 1;
if(_Step > 1 - _Smoothing)
alpha = (_Step - transitTex.r) / (1 - _Step);
else
alpha = (_Step - transitTex.r) / _Smoothing;
alpha = clamp(alpha, 0, 1);
return lerp(colour, _BackgroundColor, alpha);
}
return colour;
}
ENDCG
}
}
}