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A simple crossfade unlit shader for Unity
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// Origin: http://guidohenkel.com/2013/04/a-simple-cross-fade-shader-for-unity/ | |
Shader "CrossFade" | |
{ | |
Properties | |
{ | |
_Blend("Blend", Range(0, 1)) = 0.5 | |
_Color("Main Color", Color) = (1, 1, 1, 1) | |
_MainTex("Texture 1", 2D) = "white" {} | |
_Texture2("Texture 2", 2D) = "" | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Opaque" } | |
LOD 300 | |
Pass | |
{ | |
SetTexture[_MainTex] | |
SetTexture[_Texture2] | |
{ | |
ConstantColor(0, 0, 0,[_Blend]) | |
Combine texture Lerp(constant) previous | |
} | |
} | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "Lighting.cginc" | |
sampler2D _Texture2; | |
float _Blend; | |
fixed4 _Color; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
struct a2v | |
{ | |
float4 vertex : POSITION; | |
float4 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD2; | |
}; | |
v2f vert(a2v v) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_TARGET | |
{ | |
fixed3 t1 = tex2D(_MainTex, i.uv).rgb * _Color.rgb; | |
fixed3 t2 = tex2D(_Texture2, i.uv).rgb * _Color.rgb; | |
fixed3 diffuse = lerp(t1, t2, _Blend).rgb; | |
return fixed4(diffuse , 1.0); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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