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@jbltx
Last active February 18, 2020 02:08
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Clipping plane (cross-section) Unity shader
Shader "Unlit/ClippedObject"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
}
SubShader
{
// The shader is semi-transparent
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
LOD 100
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 worldPos : TEXCOORD2;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float4 _Plane;
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float distance = dot(i.worldPos, _Plane.xyz);
distance = distance + _Plane.w;
clip(-distance);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
// The first pass will write only in the
// stencil buffer the value 2 for the clipped
// object. Only front faces are rendered to get the difference
// for back faces. All depth and color buffer related stuff are discarded.
Pass
{
Cull Back
ZTest Always
ZWrite Off
Blend Zero One
Stencil {
Ref 2
Comp Always
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
ENDCG
}
// The second pass will write only in the stencil buffer
// the value 1 for pixels with a current value of 0. Since
// we have previously written value 2 for front faces, the only
// remaining pixels available will be the clipping plane part, where
// the back faces are visible (if any).
// All depth and color buffer related stuff are discarded.
Pass {
Cull Front
ZTest Always
ZWrite Off
Blend Zero One
Stencil {
Ref 0
Comp Equal
Pass IncrSat
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
ENDCG
}
// The last pass for the clipped object is actually the real render pass.
// Only visible front faces with a pixel value in stencil buffer equals to 2
// will be rendered. A traditional blending operation for semi-transparency
// is used.
// NOTE : Actually this pass also uses the fragment shader with the clipping
// function, but it is useless as the clipped part of the object has a value
// of 0 in the stencil buffer and won't be rendered anyway. I was too lazy to
// copy/paste the fragment shader...
Pass
{
Stencil {
Ref 2
Comp Equal
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
ENDCG
}
}
}
using UnityEngine;
[ExecuteInEditMode]
public class ClippingPlane : MonoBehaviour
{
public Material mat; // <--- Put the clipped object shader's material here !
Plane m_plane;
Vector4 m_planeVector;
private void Start()
{
m_plane = new Plane(transform.up, transform.position);
m_planeVector = new Vector4(m_plane.normal.x, m_plane.normal.y, m_plane.normal.z, m_plane.distance);
}
void Update()
{
m_plane.SetNormalAndPosition(transform.up, transform.position);
m_planeVector.x = m_plane.normal.x;
m_planeVector.y = m_plane.normal.y;
m_planeVector.z = m_plane.normal.z;
m_planeVector.w = m_plane.distance;
mat.SetVector("_Plane", m_planeVector);
}
}
Shader "Unlit/Plane"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
}
SubShader
{
// The shader is semi-transparent.
Tags { "RenderType"="Transparent" "Queue"="Transparent+1" "IgnoreProjector"="True" }
LOD 100
// The clipping plane uses only an usual single render pass.
// The only modification is the Stencil buffer test : only
// pixels with a current value of 1 (back faces of the other object at the clip section)
// will be rendered. A custom blending is also added for semi-transparency.
// A little hack on the vertex position is made to scale up the plane (don't need
// to do that in the Editor).
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 1
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
v.vertex.xyz *= 10000.;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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