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@strich
Created January 21, 2019 11:05
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Shader "Custom/Cutaway Test 3" {
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
_InternalColor("Internal Color", Color) = (1,1,1,1)
_CutAwayOffset("Cut Away Offset", Range(0,4)) = 0.5
}
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;
half _Glossiness;
half _Metallic;
half _CutAwayOffset;
fixed4 _Color;
fixed4 _InternalColor;
struct Input {
float2 uv_MainTex;
float3 worldPos;
fixed facing : VFACE;
};
void surf(Input IN, inout SurfaceOutputStandard o) {
clip((-IN.worldPos.y + _CutAwayOffset));
if (IN.facing > 0) // front face
{
// 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;
}
else // backface
{
o.Emission = _InternalColor;
}
}
ENDCG
}
FallBack "Diffuse"
}
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