Shader "Custom/dfs" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_Color1("Color1", Color) = (1,0,0,0)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_Clip("Clip", float) = 0.5//-0.5f(全变色)-->0.5f(全不变色)
[KeywordEnum(None, Left, Up, Forward)]_Mode("Mode", Float) = 0//左到右,上到下,前到后
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// 基于物理的标准照明模型,并允许所有光线类型的阴影
#pragma surface surf Standard fullforwardshadows vertex:vert
// 使用着色器模型3.0目标,以获得更好的照明
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 localPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Clip;
float _Mode;
float4 _Color1;
void vert(inout appdata_full i, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.localPos = i.vertex;
}
void surf(Input i, inout SurfaceOutputStandard o) {
/*if (i.localPos.x >= _Clip && _Mode == 1 || i.localPos.y >= _Clip && _Mode == 2 || i.localPos.z >= _Clip && _Mode == 3)
{
clip(-1);
}*/
//老铁啊Albedo是一种颜色纹理哟
fixed4 c = tex2D(_MainTex, i.uv_MainTex) * _Color;
if (i.localPos.x >= _Clip && _Mode == 1 || i.localPos.y >= _Clip && _Mode == 2 || i.localPos.z >= _Clip && _Mode == 3)
{
//clip(-1);
o.Albedo = _Color1;
}
else
{
o.Albedo = c.rgb;
}
// 金属感和平滑度滑动条条
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}