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Erosion fade in shader used in "La Última Flor de Lazlar"
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using UnityEngine; | |
using UnityEngine.UI; | |
// Set _ScaleAndOffset in the shader so that our math works as expected with textures in atlases :) | |
[ExecuteInEditMode] | |
public class ImageFadeIn : MonoBehaviour | |
{ | |
[SerializeField] | |
private Image target; | |
void Awake() | |
{ | |
if (target == null) target = FindDefaultTarget (); | |
if (target == null) Destroy (this); | |
} | |
void Start () | |
{ | |
Texture2D texture = target.sprite.texture; | |
var rectInTexture = target.sprite.textureRect; | |
Vector4 scaleAndOffset; | |
scaleAndOffset.x = texture.width / rectInTexture.width; | |
scaleAndOffset.y = texture.height / rectInTexture.height; | |
scaleAndOffset.z = (rectInTexture.xMin / texture.width) * scaleAndOffset.x; | |
scaleAndOffset.w = (rectInTexture.yMin / texture.height) * scaleAndOffset.y; | |
var material = target.material; | |
material.SetVector("_ScaleAndOffset", scaleAndOffset); | |
} | |
private Image FindDefaultTarget() { | |
var defaultTarget = GetComponent<Image> (); | |
if (defaultTarget.material.name == "ImageFadeIn") | |
return defaultTarget; | |
return null; | |
} | |
} |
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Shader "Custom/ImageFadeIn" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_FadeInTex ("Fade In Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
_Softness ("Softness", Range (0.001, 1)) = 1 | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Blend One OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile _ PIXELSNAP_ON | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
half2 fadeincoord : TEXCOORD1; | |
}; | |
fixed4 _Color; | |
uniform float4 _ScaleAndOffset; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.vertex = UnityObjectToClipPos(IN.vertex); | |
OUT.texcoord = IN.texcoord; | |
OUT.fadeincoord = IN.texcoord * _ScaleAndOffset.xy - _ScaleAndOffset.zw; | |
OUT.color = IN.color * _Color; | |
#ifdef PIXELSNAP_ON | |
OUT.vertex = UnityPixelSnap (OUT.vertex); | |
#endif | |
return OUT; | |
} | |
sampler2D _MainTex; | |
sampler2D _AlphaTex; | |
sampler2D _FadeInTex; | |
float _AlphaSplitEnabled; | |
float _Softness; | |
fixed4 SampleSpriteTexture (float2 uv) | |
{ | |
fixed4 color = tex2D (_MainTex, uv); | |
if (_AlphaSplitEnabled) | |
color.a = tex2D (_AlphaTex, uv).r; | |
return color; | |
} | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
fixed4 colorMultiply = IN.color; | |
colorMultiply.a = 1; | |
fixed4 c = SampleSpriteTexture (IN.texcoord) * colorMultiply; | |
fixed4 fadeInColor = tex2D(_FadeInTex, IN.fadeincoord); | |
float fadeInBrightness = fadeInColor.r; | |
float lerpLevel = clamp(0,1,(IN.color.a-(fadeInBrightness))/_Softness); | |
c.a = lerp(0, c.a, lerpLevel); | |
c.rgb *= c.a; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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