Transparent Cutout Soft Edge Unlit Texture Blend
Contents |
Description
Modified Transparent/Cutout/SoftEdgeUnlit shader to include blending between two different textures given a blend factor.
Usage
The "_Cutoff" variable specifies the base alpha cutoff, just as it does in the original shader.
The "_Blend" variable specifies the blend factor, while "_Texture1" and "_Texture2" specify the two textures to be blended.
Note that when _Blend=0, _Texture1 will be selected and when _Blend=1, _Texture2 will be selected.
More
NOTE: The original shader is part of the Unity default shaders. The credits for those belong to the respective authors. I have merely added the ability to blend between two textures.
Shader Files
Invalid language.
You need to specify a language like this: <source lang="html4strict">...</source>
Supported languages for syntax highlighting:
4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic
Shader "Custom/TransparentCutoutSoftEdgeBlendedUnlit" {
Properties {
_Color ("Main Color", Color) = (1, 1, 1, 1)
_Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
_Blend ("Blend", Range (0, 1) ) = 0.5
_Texture1 ("Texture 1", 2D) = ""
_Texture2 ("Texture 2", 2D) = ""
}
SubShader {
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
Lighting off
// Render both front and back facing polygons.
Cull Off
// first pass:
// render any pixels that are more than [_Cutoff] opaque
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
sampler2D _Texture1;
sampler2D _Texture2;
float4 _Texture1_ST;
float4 _Texture2_ST;
float _Cutoff;
float _Blend;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _Texture1);
return o;
}
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 col = lerp(tex2D(_Texture1, i.texcoord),tex2D(_Texture2, i.texcoord), _Blend);
clip(col.a - _Cutoff);
return col;
}
ENDCG
}
// Second pass:
// render the semitransparent details.
Pass {
Tags { "RequireOption" = "SoftVegetation" }
// Dont write to the depth buffer
ZWrite off
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
sampler2D _Texture1;
sampler2D _Texture2;
float4 _Texture1_ST;
float4 _Texture2_ST;
float _Cutoff;
float _Blend;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _Texture1);
return o;
}
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 col = lerp(tex2D(_Texture1, i.texcoord),tex2D(_Texture2, i.texcoord), _Blend);
clip(-(col.a - _Cutoff));
return col;
}
ENDCG
}
}
SubShader {
Tags { "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
Lighting off
// Render both front and back facing polygons.
Cull Off
// first pass:
// render any pixels that are more than [_Cutoff] opaque
Pass {
AlphaTest Greater [_Cutoff]
SetTexture [_Texture1] {
constantColor [_Color]
combine texture * constant, texture * constant
}
}
// Second pass:
// render the semitransparent details.
Pass {
Tags { "RequireOption" = "SoftVegetation" }
// Dont write to the depth buffer
ZWrite off
// Only render pixels less or equal to the value
AlphaTest LEqual [_Cutoff]
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_Texture1] {
constantColor [_Color]
Combine texture * constant, texture * constant
}
}
}
}
--Sahil Ramani 10:51, 17 February 2012 (PST)