效果展示:
当前效果需要自己手动写一个shader,效果与unity版本无关,模型没有特别要求
步骤一:
在unity创建一个SurfaceShader类型的shader,命名为ClippingShader,双击进入vs进行编辑,shader内容如下:
Shader "Custom/ClippingShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {
}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[HDR] _CutoffColor("Cutoff Color",Color) = (1,0,0,0)
}
SubShader
{
Tags {
"RenderType" = "Opaque" }
LOD 200
Cull off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float4 _Plane;
float4 _CutoffColor;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
float facing : VFACE;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o)
{
float distance = dot(IN.worldPos, _Plane.xyz);
distance = distance + _Plane.w;
clip(-distance);
float facing = IN.facing*0.5 + 0.5;
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
步骤二:
上述shader和脚本写好之后,把需要生长改变的材质赋值成我们自定义的shader,然后新建一个空物体,在空物体上添加我们写好的脚本,赋值好材质,根据空物体的高度决定shader材质是否显示
运行测试,完成!!
工程源文件
点这里
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