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bansonic_beta_main/Assets/Shaders/BansonicSpriteDissolve.shader

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Shader "Bansonic/Sprite Dissolve"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_NoiseTex ("Noise Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.08
_EdgeColor ("Edge Color", Color) = (1,0.6,0.1,1)
_EdgeEmission ("Edge Emission", Range(0, 5)) = 1.5
_NoiseTiling ("Noise Tiling", Vector) = (1,1,0,0)
_NoiseOffset ("Noise Offset", Vector) = (0,0,0,0)
[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 target 2.0
#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;
float2 uv : TEXCOORD0;
float2 noiseUV : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _NoiseTex;
fixed4 _Color;
fixed4 _EdgeColor;
float _DissolveAmount;
float _EdgeWidth;
float _EdgeEmission;
float4 _NoiseTiling;
float4 _NoiseOffset;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.uv = IN.texcoord;
OUT.noiseUV = IN.texcoord * _NoiseTiling.xy + _NoiseOffset.xy;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 baseCol = tex2D(_MainTex, IN.uv) * IN.color;
float noise = tex2D(_NoiseTex, IN.noiseUV).r;
float edgeStart = _DissolveAmount - _EdgeWidth;
clip(noise - _DissolveAmount);
float edgeMask = 1.0 - saturate((noise - edgeStart) / max(_EdgeWidth, 0.0001));
fixed3 edgeGlow = _EdgeColor.rgb * edgeMask * _EdgeEmission;
fixed4 col;
col.rgb = baseCol.rgb + edgeGlow;
col.a = baseCol.a;
return col;
}
ENDCG
}
}
}