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116 lines
2.3 KiB
116 lines
2.3 KiB
Shader "CGwell FX/Dissolve" { |
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Properties { |
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_Color ("Main Color", Color) = (1,1,1,1) |
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) |
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_Shininess ("Shininess", Range (0.03, 1)) = 0.078125 |
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_Amount ("Amount", Range (0, 1)) = 0.5 |
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_StartAmount("StartAmount", float) = 0.1 |
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_Illuminate ("Illuminate", Range (0, 1)) = 0.5 |
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_Tile("Tile", float) = 1 |
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_DissColor ("DissColor", Color) = (1,1,1,1) |
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_ColorAnimate ("ColorAnimate", vector) = (1,1,1,1) |
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} |
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_BumpMap ("Normalmap", 2D) = "bump" {} |
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_DissolveSrc ("DissolveSrc", 2D) = "white" {} |
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_DissolveSrcBump ("DissolveSrcBump", 2D) = "white" {} |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" } |
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LOD 400 |
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cull off |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf BlinnPhong addshadow |
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sampler2D _MainTex; |
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sampler2D _BumpMap; |
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sampler2D _DissolveSrc; |
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sampler2D _DissolveSrcBump; |
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fixed4 _Color; |
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half4 _DissColor; |
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half _Shininess; |
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half _Amount; |
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static half3 Color = float3(1,1,1); |
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half4 _ColorAnimate; |
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half _Illuminate; |
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half _Tile; |
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half _StartAmount; |
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struct Input { |
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float2 uv_MainTex; |
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float2 uv_BumpMap; |
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float2 uvDissolveSrc; |
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}; |
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void vert (inout appdata_full v, out Input o) {} |
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void surf (Input IN, inout SurfaceOutput o) { |
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); |
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o.Albedo = tex.rgb * _Color.rgb; |
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float ClipTex = tex2D (_DissolveSrc, IN.uv_MainTex/_Tile).r ; |
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float ClipAmount = ClipTex - _Amount; |
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float Clip = 0; |
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float4 DematBump = tex2D (_DissolveSrcBump,IN.uv_MainTex/_Tile); |
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); |
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if (_Amount > 0) |
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{ |
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if (ClipAmount <0) |
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{ |
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Clip = 1; //clip(-0.1); |
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} |
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else |
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{ |
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if (ClipAmount < _StartAmount) |
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{ |
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if (_ColorAnimate.x == 0) |
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Color.x = _DissColor.x; |
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else |
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Color.x = ClipAmount/_StartAmount; |
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if (_ColorAnimate.y == 0) |
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Color.y = _DissColor.y; |
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else |
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Color.y = ClipAmount/_StartAmount; |
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if (_ColorAnimate.z == 0) |
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Color.z = _DissColor.z; |
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else |
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Color.z = ClipAmount/_StartAmount; |
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o.Albedo = (o.Albedo *((Color.x+Color.y+Color.z))* Color*((Color.x+Color.y+Color.z)))/(1 - _Illuminate); |
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o.Normal = UnpackNormal(tex2D(_DissolveSrcBump, IN.uvDissolveSrc)); |
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} |
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} |
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} |
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if (Clip == 1) |
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{ |
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clip(-0.1); |
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} |
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////////////////////////////////// |
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// |
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o.Gloss = tex.a; |
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o.Alpha = tex.a * _Color.a; |
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o.Specular = _Shininess; |
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} |
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ENDCG |
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} |
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FallBack "Specular" |
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}
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