Created
July 31, 2021 10:53
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Simple unlit burn effect unity shader
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Shader "Unlit/Dissolve Cutout" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
_MainTex ("Base (RGB)", 2D) = "white" { } | |
_Dissolve ("Dissolve (A)", 2D) = "white" { } | |
_EdgeColor ("Edge Color", Color) = (1, 1, 1, 1) | |
_EdgeSize ("Edge Size", Range(0, 1)) = 0.5 | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" } | |
LOD 100 | |
Lighting Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex: POSITION; | |
float2 texcoord: TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex: SV_POSITION; | |
float2 texcoord: TEXCOORD0; | |
}; | |
float4 _Color; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
sampler2D _Dissolve; | |
fixed _EdgeSize; | |
float4 _EdgeColor; | |
v2f vert(appdata_t v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
return o; | |
} | |
fixed4 frag(v2f i): SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; | |
half cutoff = 1 - _Color.a; | |
half dissolve = tex2D(_Dissolve, i.texcoord).rgb - cutoff; | |
if (col.a < 0.1) | |
{ | |
clip(col.a - 0.1); | |
} | |
else | |
{ | |
clip(dissolve); | |
} | |
if(dissolve < _EdgeSize && cutoff > 0) | |
{ | |
col.rgb = _EdgeColor; | |
} | |
col.a = dissolve; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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