Unity2D: Remove Shader Colour
Hi, I have a shader that I found to help me with a battle transition, I've done all my scripting for it; and it does work, I only have one problem with the shader I found, which is the colour. I want to remove the colour within the shader or at least make it transparent so that the natural texture colour can show! I tried removing anything to do with colour in the shader script, but I got an error and it also made my shader pink! It would me much appreciated if anyone can help me! Thank you :)
The error:
Shader error in 'Hidden/BattleTransitions': 'lerp': no matching 2 parameter intrinsic function; Possible intrinsic functions are: lerp(float|half|min10float|min16float, float|half|min10float|min16float, float|half|min10float|min16float) at line 104 (on d3d11) Compiling Vertex program Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING
The Script:
    Shader "Hidden/BattleTransitions"
    {
      Properties
      {
       _MainTex("Texture", 2D) = "white" {}
     _  TransitionTex("Transition Texture", 2D) = "white" {}
     _Color("Screen Color", Color) = (1,1,1,1)
     _Cutoff("Cutoff", Range(0, 1)) = 0
     [MaterialToggle] _Distort("Distort", Float) = 0
     _Fade("Fade", Range(0, 1)) = 0
 }
     SubShader
     {
         // No culling or depth
         Cull Off ZWrite Off ZTest Always
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float2 uv1 : TEXCOORD1;
                 float4 vertex : SV_POSITION;
             };
             float4 _MainTex_TexelSize;
             v2f simplevert(appdata v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = v.uv;
                 return o;
             }
             v2f vert(appdata v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = v.uv;
                 o.uv1 = v.uv;
                 #if UNITY_UV_STARTS_AT_TOP
                 if (_MainTex_TexelSize.y < 0)
                     o.uv1.y = 1 - o.uv1.y;
                 #endif
                 return o;
             }
             sampler2D _TransitionTex;
             int _Distort;
             float _Fade;
             sampler2D _MainTex;
             float _Cutoff;
             fixed4 _Color;
             fixed4 simplefrag(v2f i) : SV_Target
             {
                 if (i.uv.x < _Cutoff)
                     return _Color;
                 return tex2D(_MainTex, i.uv);
             }
             fixed4 simplefragopen(v2f i) : SV_Target
             {
                 if (0.5 - abs(i.uv.y - 0.5) < abs(_Cutoff) * 0.5)
                     return _Color;
                 return tex2D(_MainTex, i.uv);
             }
             fixed4 simpleTexture(v2f i) : SV_Target
             {
                 fixed4 transit = tex2D(_TransitionTex, i.uv);
                 if (transit.b < _Cutoff)
                     return _Color;
                 return tex2D(_MainTex, i.uv);
             }
             fixed4 frag(v2f i) : SV_Target
             {
                 fixed4 transit = tex2D(_TransitionTex, i.uv1);
                 fixed2 direction = float2(0,0);
                 if(_Distort)
                     direction = normalize(float2((transit.r - 0.5) * 2, (transit.g - 0.5) * 2));
                 fixed4 col = tex2D(_MainTex, i.uv + _Cutoff * direction);
                 if (transit.b < _Cutoff)
                     return col = lerp(col, _Color, _Fade);
                 return col;
             }                    
             ENDCG
         }
     }
 
               }
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