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pgs/Assets/ProCamera2D/Code/Helpers/TransitionFX/Resources/PC2D_Blinds.shader
2026-02-21 16:58:22 -08:00

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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
}
}
}