//i.objPos.x/y/z 代表沿着哪个方向上进行裁剪
Shader "Custom/ModelMask"
{
Properties{
_Diffuse("Diffuse", Color) = (1,1,1,1)
_DissolveColor("Dissolve Color", Color) = (0,0,0,0)
_MainTex("Base 2D", 2D) = "white"{}
_ColorFactor("ColorFactor", Range(0,1)) = 0.7 //这个值什么时候光圈在最下边呢,当模型比例为1时最下端点到中心点的Y值差
_DissolveThreshold("DissolveThreshold", Range(0,1)) = 0 //裁剪比例阈值
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
Cull Off //关闭背面裁剪,避免模型穿帮
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
uniform fixed4 _Diffuse;
uniform fixed4 _DissolveColor;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _ColorFactor;
uniform float _DissolveThreshold;
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float2 uv : TEXCOORD1;
float4 objPos : TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.objPos = v.vertex;//以模型坐标为标准
//o.objPos = mul(unity_ObjectToWorld, v.vertex);//以世界坐标为标准
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float factor = i.objPos.x - _DissolveThreshold + 0.5;//相对于中心在方向上的值减去阈值
clip(factor);
//Diffuse + Ambient光照计算
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 lambert = saturate(dot(worldNormal, worldLightDir));
fixed3 albedo = lambert * _Diffuse.xyz * _LightColor0.xyz + UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 color = tex2D(_MainTex, i.uv).rgb * albedo;
//等价于下面注释代码
fixed lerpFactor = saturate(sign(_ColorFactor - factor));
/*
if (factor < _ColorFactor)
{
return _DissolveColor;
}
return fixed4(color, 1);*/
return lerpFactor * _DissolveColor + (1 - lerpFactor) * fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
UnityShader - 基于模型渲染层面的顶点裁剪透明
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转载自blog.csdn.net/smile_otl/article/details/134370158
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