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Question by Megaboy · Nov 05, 2013 at 01:53 PM · shadertransitionblend

Making specific shader for texture transition effect

Greetings, people. I'm beginner in making shaders, so I can't manage with one thing at the moment. The deal is about realization some extraordinary texture transition effect, kinda in attached animation. I'd like to have two different textures using in a shader, then one texture starts appearing in random pixels which, in a turn, combining in growing areas and without any blend effects, just appears at once by zones. This is a snag for me, I would be glad of any help, please forward me on the way. Thank you in advance.

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output_5uvi9s.gif (227.1 kB)
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avatar image tanoshimi · Nov 05, 2013 at 02:14 PM 0
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  • for the animated graphic clearly showing what you're trying to achieve :) For reference, what you're describing is a "dissolve shader", and if Professor Snake's answer doesn't do it for you, there's several examples on the wiki and here on UA.

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Answer by Professor Snake · Nov 05, 2013 at 02:05 PM

I don't think this can be done completely randomly, but you can certainly do it with a texture guide. If the average of the Guide texture's RGB values for a pixel are above the threshold, that pixel will sample the colour of the detail texture. Otherwise it will sample the main texture.

 Shader "Custom/Transition" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
                 _DetailTex ("Detail (RGB)", 2D) = "white" {}
                 _Guide ("Guide (RGB)", 2D) = "white" {}
                 _Threshold("Threshold",Range(0,1))=0
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
                 sampler2D _DetailTex;
                 sampler2D _Guide;
                 float _Threshold;
 
         struct Input {
             float2 uv_MainTex;
                         float2 uv_DetailTex;
                         float2 uv_Guide;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             half4 d = tex2D (_DetailTex, IN.uv_DetailTex);
             half4 g = tex2D (_Guide, IN.uv_Guide);
             if((g.r+g.g+g.b)*0.33333f<_Threshold)
                 o.Albedo = d.rgb;
                     else
                         o.Albedo = c.rgb
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }

Example images:

alt text alt text

alt text alt text

alt text alt text

You can use your own texture guide to achieve exactly the kind of effect you want.

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