//Property
_DissolveValue("DissolveValue", range(0.0,1.0)) = 0.0
_DissolveEdgeBlur("DissolveEdgeBlur", range(0.0,1.0)) = 0.04
_DissolveTex("DissolveTex", 2D) = "black"{}
//FragmentShader
float dissolveTex = tex2D(_DissolveTex", i.uv).r;
float min = _DissolveValue;
float max = _DissolveValue + _DissolveEdgeBlur;
float dissolve = smoothstep(min, max, dissolveTex);
col.a *= dissolve
return col;
๋ฉ๋ชจ์ฅ์๋ค๊ฐ ์จ๊ฐ๊ผฌ ์คํ์์์๋ ์๋๋ฐ. ๋์ถฉ์ด๋ฐ๋๋
_Time.y๊ฐ์ ์ ๊ฐ ์์๋ก ๋ง์ถฐ์ผํ๋๊ฑฐ์ฃ ? ๋ต๋ณ ๊ฐ์ฌํฉ๋๋ค!!