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Shader for Unity that vertex blends two textures with a mask. Imperfect.
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Shader "Custom/VertexBlendMaskedCleanEdges" { | |
Properties | |
{ | |
_Over ("Over", 2D) = "white" {} | |
_Under ("Under", 2D) = "white" {} | |
_Mask ("Mask", 2D) = "white" {} | |
_Bias ("Edge Bias", Range(0.5, 30.0)) = 4.0 | |
_Edge ("Edge Sharpness", Float) = 10.0 | |
_Fall ("Blend Falloff", Float) = 1.0 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue" = "Geometry-100" | |
"RenderType" = "Opaque" | |
} | |
CGPROGRAM | |
#pragma surface surf Lambert | |
struct Input | |
{ | |
float2 uv_Under : TEXCOORD0; | |
float2 uv_Over : TEXCOORD1; | |
float2 uv_Mask : TEXCOORD2; | |
float4 color : COLOR; | |
}; | |
sampler2D _Over,_Under,_Mask; | |
float _Edge; | |
float _Bias; | |
float _Fall; | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
fixed3 mask = tex2D (_Mask, IN.uv_Mask); | |
fixed3 col; | |
mask = mask.r; | |
mask *= IN.color.r; | |
mask *= _Bias; | |
mask = pow(mask, _Edge); | |
mask = clamp((mask.r - IN.color.r) / _Fall, 0.0, 1.0); | |
col = tex2D (_Under, IN.uv_Under).rgb * 1 - mask.r; | |
col = max(tex2D (_Over, IN.uv_Over).rgb * mask.r, col); | |
o.Albedo = col; | |
o.Alpha = 0.0; | |
} | |
ENDCG | |
} | |
} |
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