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Shader "QO/Effect/CrossFade"
{
Properties
{
_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
_time ("_time : TimeRate", Range(0,1)) = 0
}
SubShader
{
LOD 200
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
Pass
{
ZTest Always ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform sampler2D _tex0;
uniform sampler2D _tex1;
uniform float _time;
fixed4 frag( v2f_img i ):COLOR
{
fixed4 texColor = tex2D( _tex0, i.uv );
fixed4 texColor2 = tex2D( _tex1, i.uv );
return lerp( texColor, texColor2, _time );
}
ENDCG
}
}
FallBack off
}