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@marcteys
Created January 24, 2015 17:02
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Shader collections
Shader "Dissolve/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_DissolveTex ("Dissolve (R)", 2D) = "white" {}
}
SubShader {
Tags {"IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 300
CGPROGRAM
#pragma surface surf Lambert alphatest:Zero
sampler2D _MainTex;
sampler2D _DissolveTex;
float4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_DissolveTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
half4 texd = tex2D(_DissolveTex, IN.uv_DissolveTex);
o.Albedo = tex.rgb * _Color.rgb;
o.Alpha = _Color.a - texd.r;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
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