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54 lines
1.2 KiB
Plaintext
54 lines
1.2 KiB
Plaintext
Shader "QO/Effect/Transition"
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{
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Properties
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{
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_tex2 ("_tex2 : Pattern (GrayScale)", 2D) = "white" {}
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_time ("_time : TimeRate", Range(0,1)) = 0
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_grad ("_grad : Gradation Level", Float) = 0.1
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}
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SubShader
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{
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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Pass
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{
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ZTest Always ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _tex0;
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uniform sampler2D _tex1;
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uniform sampler2D _tex2;
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uniform float _time;
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uniform float _grad;
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fixed4 frag( v2f_img i ):COLOR
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{
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fixed4 texColor = tex2D( _tex0, i.uv );
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fixed4 texColor1 = tex2D( _tex1, i.uv );
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fixed4 texColor2 = tex2D( _tex2, i.uv );
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float addition = _time + _grad;
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float4 smoothstep1 = smoothstep(_time , addition, texColor2);
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return lerp( texColor1, texColor, smoothstep1 );
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}
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ENDCG
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}
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}
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FallBack off
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} |