80 lines
1.6 KiB
Plaintext
80 lines
1.6 KiB
Plaintext
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// Adapted from a tutorial by https://twitter.com/DanielJMoran
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Shader "Hidden/ProCamera2D/TransitionsFX/Texture"
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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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_Step ("Step", Range(0, 1)) = 0
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_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
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_TransitionTex("Transition Texture", 2D) = "white" {}
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_Smoothing ("Smoothing", Range(0, 1)) = .1
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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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 appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float _Step;
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float4 _BackgroundColor;
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sampler2D _TransitionTex;
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float _Smoothing;
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fixed4 frag (v2f i) : SV_Target
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{
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if(_Step == 1)
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return _BackgroundColor;
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fixed4 transitTex = tex2D(_TransitionTex, i.uv);
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fixed4 colour = tex2D(_MainTex, i.uv);
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if (_Step >= transitTex.r)
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{
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float alpha = 1;
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if(_Step > 1 - _Smoothing)
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alpha = (_Step - transitTex.r) / (1 - _Step);
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else
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alpha = (_Step - transitTex.r) / _Smoothing;
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alpha = clamp(alpha, 0, 1);
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return lerp(colour, _BackgroundColor, alpha);
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}
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return colour;
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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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