Shader "Unlit/DisappearShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_DisappearOffset("Disappear Offset",Range(-0.5,0.5)) = 0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _DisappearOffset;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//输出的uv中xy存储uv值,z存储用于Clip的参数值
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
//因为模型空间中y值范围为(-0.5,0.5),所以还需要进行偏移以保证裁剪的正确
o.uv.z = _DisappearOffset - v.vertex.x;//调整这里来改变消失轴向
return o;
}
fixed4 frag(v2f i) : SV_Target
{
clip(i.uv.z);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv.xy);
return col;
}
ENDCG
}
}
}