第一个shader! 裁剪物体
注意因为是用模型的UV的X来判断裁剪的因为需要模型将UV的X整个铺满Shader Unlit/001 { Properties { _MainTex (Texture, 2D) white {} _Scale(Scale,Range(0,1))0.5 } SubShader { Tags { RenderTypeOpaque } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include UnityCG.cginc //输入结构体 struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; //输出结构体 struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Scale; v2f vert (appdata v) { v2f o; o.vertex UnityObjectToClipPos(v.vertex); o.uv TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { //根据模型的UV.x来判断是否裁切 if(1-_Scalei.uv.x){ discard; } fixed3 albeotex2D(_MainTex,i.uv).rgb; return fixed4(albeo,1); } ENDCG } } }