Shader "Custom/transparentMaskShader"
{
Properties
{
// [PerRendererData] _MainTex ("Texture", 2D) = "white" {}
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Transparent" "Queue"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Cull Off
Zwrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half getMold(fixed3 v)
{
return pow( (pow(v.x,2)+pow(v.y,2)+pow(v.z,2)),0.5);
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv.xy;
float speed = 10;
uv += float2(speed*_Time.x,0);
float4 col = tex2D(_MainTex, uv);
col.a *= 1-tex2D(_MainTex, uv).r ;
return col;
}
ENDCG
}
}
}
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