{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ClipY ("剔除 Y 值", float) = 0
[Space(10)]_ClipObjPos ("遮罩位置", Vector) = ( 0, 0, 0, 1 )
_ClipObjNormal ("遮罩法线向量", Vector) = ( 0, 1, 0, 1 )
}
SubShader
{
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float _ClipY;
fixed4 _ClipObjPos;
fixed4 _ClipObjNormal;
float distanceToPlane(float3 pos, float3 objNormal, float3 pointInWorld)
{
float3 w = - ( pos - pointInWorld );
//根据数学公式,用平面的法向量计算距离
float res = ( objNormal.x * w.x + objNormal.y * w.y + objNormal.z * w.z ) / sqrt( objNormal.x * objNormal.x + objNormal.y * objNormal.y + objNormal.z * objNormal.z );
return res;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
//计算模型的真正世界坐标
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(distanceToPlane(_ClipObjPos.xyz, _ClipObjNormal.xyz, i.worldPos));
clip(i.worldPos.y - _ClipY);
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
使用控制脚本
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SizeClipController : MonoBehaviour
{
public enum NormalStatus
{
none,
up,
down,
left,
right
}
public NormalStatus normalStatus = NormalStatus.none;
public Transform clipObjTrans;
public MeshRenderer sizeRenderer;
public MeshRenderer shortSizeRender_1;
public MeshRenderer shortSizeRender_2;
private Material clipMaterial;
private Material clipMaterial2;
private Material clipMaterial3;
public Vector3 clipPos;
private Vector3 clipNormal;
[SerializeField]
bool isCalculate;
void Start()
{
if (sizeRenderer)
{
clipMaterial = sizeRenderer.sharedMaterial;
}
if (shortSizeRender_1)
{
clipMaterial2 = shortSizeRender_1.sharedMaterial;
}
if (shortSizeRender_2)
{
clipMaterial3=shortSizeRender_2.sharedMaterial;
}
}
void SetMaterialValue(Vector3 pos, Vector3 normal)
{
if (clipMaterial)
{
clipMaterial.SetVector("_ClipObjPos", pos);
clipMaterial.SetVector("_ClipObjNormal", normal);
}
if (clipMaterial2)
{
clipMaterial2.SetVector("_ClipObjPos", pos);
clipMaterial2.SetVector("_ClipObjNormal", normal);
}
if (clipMaterial3)
{
clipMaterial3.SetVector("_ClipObjPos", pos);
clipMaterial3.SetVector("_ClipObjNormal", normal);
}
}
public void SetCalculate(bool value)
{
isCalculate = value;
}
void Update()
{
if (isCalculate)
{
clipPos = clipObjTrans.position;
if (normalStatus == NormalStatus.down)
{
//计算XY平面上的法向量,用XY平面作为剔除面
clipNormal = clipObjTrans.rotation * Vector3.down;
}
else if (normalStatus == NormalStatus.up)
{
//计算XY平面上的法向量,用XY平面作为剔除面
clipNormal = clipObjTrans.rotation * Vector3.up;
}
else if (normalStatus == NormalStatus.left)
{
//计算XY平面上的法向量,用XY平面作为剔除面
clipNormal = clipObjTrans.rotation * Vector3.left;
}
else if (normalStatus == NormalStatus.right)
{
//计算XY平面上的法向量,用XY平面作为剔除面
clipNormal = clipObjTrans.rotation * Vector3.right;
}
SetMaterialValue(clipPos, clipNormal);
}
}
}