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@kirillrybin
Last active August 29, 2015 14:07
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Fade Texture Shader
Shader "Custom/Fade Texture" {
Properties {
_FadeColor ("Fade Color", Color) = (0,0,0,0)
_MainTex ("Base (RGB)", 2D) = "white" {}
_FadeValue ("Fade Value", Range(0,1)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _FadeColor;
float _FadeValue;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return lerp(col, _FadeColor, _FadeValue);
}
ENDCG
}
}
}
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