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disintegrate.shader
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disintegrate.shader
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Shader "Unite-2019/disintegrate"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_color("Color",color)=(1,1,1,1)
_Transparent("Transparency",float)=0.0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
//ColorMask Optimization
ColorMask RGB
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _color;
float _Transparent;
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*_color ;
_Transparent=_Transparent*(_Time.y*5000);
if(_Transparent<8)
{
col.a=_Transparent;
}
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}