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  • テクスチャでマスクして、じわじわと物体を消す表現
Shader "Unlit/DissolveUnlitShader"
{
    Properties
    {
        _MainColor("Main Color",Color) = (1,1,1,1)
        _DisolveColor("Color",Color) = (1,1,1,1)
        _DisolveTex ("Disolve Texture", 2D) = "white"{}
        _Threshold ("Threshold", Range(0, 1)) = 0.5
    }
    SubShader
    {
        Tags {
            "RenderType"="Transparent"
            "Queue"="Transparent"
            "RenderPipeline"="UniversalPipeline"
        }
         Blend SrcAlpha OneMinusSrcAlpha
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
          
            #include "UnityCG.cginc"

           half4 _MainColor;
            half4 _DisolveColor;
            sampler2D _DisolveTex;
            float _Threshold;

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 dissovleColor = tex2D(_DisolveTex,i.uv);
                fixed steps = step(dissovleColor,_Threshold);
               return _DisolveColor * steps;
            }
            ENDCG
        }
    }
}