游戏中背景图片过渡替换,通过透明通道过渡
Shader "2DSprites/transit"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
_MainTex2("Tex2 (RGB)", 2D) = "white" {}
_MainTex3("Tex3 (RGB)", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_Glossiness("Smoothness", Range(0,1)) = 0.5
// Add values to determine if outlining is enabled and outline color.
[PerRendererData] _Outline("Outline", Float) = 0
[PerRendererData] _OutlineColor("Outline Color", Color) = (1,1,1,1)
}
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
#pragma shader_feature ETC1_EXTERNAL_ALPHA
#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 texcoord : TEXCOORD0;
};
fixed4 _Color;
float _Outline;
float PixelSnap;
float _Glossiness;
fixed4 _OutlineColor;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _MainTex2;
sampler2D _MainTex3;
sampler2D _AlphaTex;
float4 _MainTex_TexelSize;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
fixed4 color2 = tex2D(_MainTex2, uv);
fixed4 color3 = tex2D(_MainTex3, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
//color.a = tex2D(_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
if (_Glossiness > color3.a)
{
return color;
}
return color2;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
// If outline is enabled and there is a pixel, try to draw an outline.
if (PixelSnap > 0 && c.a != 0) {
// Get the neighbouring four pixels.
fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(_Outline, _MainTex_TexelSize.y));
fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(_Outline, _MainTex_TexelSize.y));
fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(_MainTex_TexelSize.x, _Outline));
fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(_MainTex_TexelSize.x, _Outline));
// If one of the neighbouring pixels is invisible, we render an outline.
if (pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a == 0) {
c.rgba = fixed4(1, 1, 1, 1) * _OutlineColor;
}
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}