本帖最后由 hellemic 于 2017-10-17 15:29 编辑
用Shader来做吧,抛砖引玉:
Shader "Unlit/DisappearShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Disappear ("Disappear",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 _Disappear;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.z = _Disappea - v.vertex.y;
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
}
}
}