Finally Make it out:This shader can switch between two textures.
Shader “Custom/Transparent/Cutout/TimeBasedSoftEdgeBlendedUnlit” {
Properties {
_Color (“Main Color”, Color) = (1, 1, 1, 1)
_Cutoff (“Base Alpha cutoff”, Range (0,.9)) = .5
_DelayFactor (“Blend Factor”, Range (1,10)) = 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;
float _DelayFactor;
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;
_Blend = sin(_Time.yyyy) * _DelayFactor;
if(_Blend > 1)
{
_Blend = 1;
}
if(_Blend < 0)
{
_Blend = 0;
}
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;
float _DelayFactor;
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);
_Blend = _Time;
return o;
}
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 col;
_Blend = sin(_Time.yyyy) * _DelayFactor;
if(_Blend > 1)
{
_Blend = 1;
}
if(_Blend < 0)
{
_Blend = 0;
}
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
}
}
}
}