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@thelucre
Created February 7, 2019 17:58
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Unity Transparent Noise Transition Shader
Shader "Custom/TextureTransition" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_EdgeColor ("Edge Color", Color) = (1,1,1,1)
_Blend ("Blend Value", Range(0,1)) = 0
_EdgeSize ("Edge Size", Range(0,1)) = 0.05
_Noise ("Noise Texture", 2D) = "white"
}
SubShader {
// So we can get alpha, use both Queue and RenderType
Tags { }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade // alpha:fade allows a pute transparency, no lighting colors
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
// Access to the Noie texture UVs
struct Input {
float2 uv_Noise;
};
fixed4 _Color;
fixed4 _EdgeColor;
float _Blend;
float _EdgeSize;
sampler2D _Noise;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Will shift the noise texture UVs
fixed2 offset = _SinTime * 0.2;
// Get the noise UVs colors, offset by sin time
half4 n = tex2D(_Noise, IN.uv_Noise + offset);
// Oscillate the blend value to make it pulse
float blendOsc = _Blend + (_CosTime.w * 0.1);
// Determine if we should draw any color (the blend amount plus the size of the edge band)
float amt = step(blendOsc, n + _EdgeSize);
// Determine whether we should draw the main color or the edge color
o.Albedo = lerp(_EdgeColor, _Color, step(blendOsc + _EdgeSize, n));
// Draw transparent color if outside of the noise bounds
o.Alpha = lerp(0, 1, amt);
}
ENDCG
}
FallBack "Diffuse"
}
@thelucre
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thelucre commented Feb 7, 2019

Example Output:
shader example

Sample Noise Image:

noise-04-perlin

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