Jan
20
2012
20
2012
Wipe transition (Shader)
An article by mgear
4 Comments
Wipe shader test.. Modified unity version from the original glsl shader “postpro” by iq (2009)
Webplayer:
http://unitycoder.com/upload/demos/mWipeShader/
Source: (shader)
// Modified Unity version - WipeShader - mgear - http://unitycoder.com/blog/ // ORIGINAL GLSL SHADER "Postpro" WAS MADE BY: iq (2009) Shader "mShaders/mWipe1" { Properties { _tex0 ("Texture1", 2D) = "white" {} _tex1 ("Texture2", 2D) = "white" {} } SubShader { Tags {Queue = Geometry} Pass { CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _tex0; sampler2D _tex1; struct v2f { float4 pos : POSITION; float4 color : COLOR0; float4 fragPos : COLOR1; float2 uv : TEXCOORD0; }; float4 _tex0_ST; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.fragPos = o.pos; o.uv = TRANSFORM_TEX (v.texcoord, _tex0); o.color = float4 (1.0, 1.0, 1.0, 1); return o; } // I dont really have idea whats happening here..its a bit modified version from the original shader half4 frag (v2f i) : COLOR { float animtime = _Time*10.0; float2 q = i.uv.xy / float2(1,1); float3 oricol = tex2D (_tex0,float2(q.x,q.y)).xyz; float3 col = tex2D (_tex1,float2(i.uv.x,i.uv.y)).xyz; float comp = smoothstep( 0.2, 0.7, sin(animtime) ); col = lerp(col,oricol, clamp(-2.0+2.0*q.x+3.0*comp,0.0,1.0)); // ?? return float4(col,1); } ENDCG } } FallBack "VertexLit" }
Related Posts
4 Comments + Add Comment
Leave a comment
Recent posts
- [GreaseMonkey] Unity Forum Fixer
- UnityHub: Make Hub application background Translucent
- Customize SpriteShapeRenderer quality (but has issues)
- Editor tool: Copy selected gameobject’s names into clipboard as rows (for Excel)
- Editor tool: Replace string in selected gameobject’s names
- UnityHub: Enable built-in Login Dialog (no more browser login/logout issues!)
- Use TikTok-TTS in Unity (with WebRequest)
- Create Scene Thumbnail Image using OnSceneSaved & OnPreviewGUI
- webgl+javascript TTS
- Using Moonsharp (LUA) + Unity Webgl
- Using 3D gameobject prefabs with Unity Tilemap + NavMesh Surface
- Custom Unity Hub Project Template Preview Image/Video (using HTML+CSS in package description)
Recent Comments
- Vector3 maths for dummies! on
- UnityHub: Make Hub application background Translucent on
- UnityHub: Make Hub application background Translucent on
- Install Android SDK+JDK+NDK for Unity (without AndroidStudio or Unity Hub) on
- Install Android SDK+JDK+NDK for Unity (without AndroidStudio or Unity Hub) on
- [Asset Store] Point Cloud Viewer & Tools on
- [Asset Store] Point Cloud Viewer & Tools on
- ffmpeg stream raw video into Unity Texture2D on
@unitycoder_com
My TweetsSubscribe to Blog via Email
Tag Cloud
2d
3D
AI
algorithm
android
asset
build
color
custom
demo
editor
effect
error
fake
free
game
generator
greasemonkey
indie
javascript
light
line
ludumdare
mesh
paint
particles
physics
plugin
proto
prototype
script
sea
shader
shadow
sprite
terrain
texture
tutorial
ui
unity
vertex
visibility
water
waves
webgl
cleaned up version with alpha support:
http://stackoverflow.com/a/21968380
Hey, I’ve been learning Unity3D these days. And I’m very interested in your work. But I cannot understand your code here. Could you please send the unity3d source code to me about the wipe transition effect? I would very very appreciate you!! I hope to have more communications with you.
My e-mail address is zhouxuanc@foxmail.com.
THX a lot!!!
Hi,
It’s a shader source code, so:
First create new shader file from menu: Assets / Create / Shader
Then copy paste that code there,
Then create new material from menu: Assets / Create / Material
Then assign that shader to the new material (using the Shader dropdown in inspector, when the material file is selected from Project panel)
And google for: unity3d shader tutorial
for example,
https://cgcookie.com/unity/cgc-courses/introduction-to-surface-shaders-in-unity/
then you can learn how to modify it etc.
I see! Thank you for your prompt reply!