在Unity中用Shader实现对模型的裁剪
Shader "Custom/3DMask"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DiscardFactor("DiscardFactor",Range(-1,1)) = 0.0
[KeywordEnum(LeftRight, UpDown, Around)] _Dir("Dir", Float) = 0
[KeywordEnum(JUST, BACK)] _ORDER("ORDER", Float) = 0
}
SubShader
{
Tags {
"Queue"="AlphaTest"
"RenderType"="TransparentCutout"
}
Pass
{
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _DIR_LEFTRIGHT _DIR_UPDOWN _DIR_AROUND
#pragma multi_compile _ORDER_JUST _ORDER_BACK
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
};
sampler2D _MainTex;
float _YFactor;
float _DiscardFactor;
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos= mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float factor =0;
#if defined(_DIR_LEFTRIGHT)
factor = i.worldPos.x;
#elif defined(_DIR_UPDOWN)
factor = i.worldPos.y;
#elif defined(_DIR_AROUND)
factor = i.worldPos.z;
#endif
#if defined(_ORDER_JUST)
if (factor<_DiscardFactor)
#elif defined(_ORDER_BACK)
if (factor*-1<_DiscardFactor)
#endif
{
discard;
}
float4 color = tex2D(_MainTex, i.uv);
return color;
}
ENDCG
}
}
}