Files
2026-02-21 16:58:22 -08:00

63 lines
1.3 KiB
Plaintext

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
}
}
}