首先定义一个裁剪范围,
_DisappearOffset("offset",Range(-1,1)) = 1
在顶点着色器中,取某个轴的值与裁剪的数相减存储在UV的z分量中
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uv.xy = v.uv;
o.uv.z = _DisappearOffset + v.pos.z;
return o;
}
在片元着色器中返回uv.z的数值,查看值
fixed4 frag (v2f i) : SV_Target
{
return i.uv.z;
}
在片元着色器中使用Clip函数,将小于0的位置裁剪掉
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv.z);
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
Clip函数的实现如下:
如果x<0则裁剪掉此片断
void clip(float4 x)
{
if (any(x < 0))
discard;
}
最终效果:
代码:
Shader "Custom/ClipShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DisappearOffset("offset",Range(-1,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderQueue"="Geometry"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertics : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertics : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _DisappearOffset;
v2f vert (appdata v)
{
v2f o;
o.vertics = UnityObjectToClipPos(v.vertics);
o.uv.xy = v.uv;
o.uv.z = _DisappearOffset + v.vertics.z;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv.z);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return i.uv.z;
}
ENDCG
}
}
}