Shader "Hidden/ProCamera2D/TransitionsFX/Shutters" { Properties { _MainTex ("Texture", 2D) = "white" {} _Step ("Step", Range(0, 1)) = 0 _BackgroundColor ("Background Color", Color) = (0, 0, 0, 1) _Direction ("Direction", Int) = 0 } 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; fixed4 frag (v2f i) : SV_Target { fixed4 colour = _BackgroundColor; if (_Direction == 0 && i.uv.x > _Step / 2 && i.uv.x < 1 - (_Step / 2)) colour = tex2D(_MainTex, i.uv); else if (_Direction == 1 && i.uv.y > _Step / 2 && i.uv.y < 1 - (_Step / 2)) colour = tex2D(_MainTex, i.uv); return colour; } ENDCG } } }