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Shader "Custom/Flash" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color("Diffuse Material Color", Color) = (1,1,1,1)
_Width("Width", Float) = 0.2
_Speed("Speed", Float) = 10.0
_Angle("Angle", Float) = 0.1
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
//AlphaTest Greater 0.1
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members uv)
#pragma exclude_renderers d3d11 xbox360
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _Color;
float _Width;
float _Speed;
float _Angle;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = v.texcoord;
return o;
}
float4 frag(v2f i):COLOR
{
float width = _Width*0.5;
float4 col = tex2D(_MainTex,i.uv);
float pivot = _Time.y*_Speed;
//pivot = pivot+i.uv.y*tan(_Angle);
pivot = pivot-floor(pivot);
float diff = i.uv.x-pivot;
float4 flashCol = _Color;
if(0==col.w)
{
flashCol.w = 0;
}
if(abs(diff)<width)
{
if(diff<0)
{
col = lerp(col,flashCol,(width+diff)/width);
}
else if(diff>=0 )
{
col = lerp(flashCol,col,diff/width);
}
}
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}