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@kodai100
Created March 15, 2019 09:00
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# 指定のx位置より右側にある部分が消えるSurfaceシェーダー
Shader "Custom/DissappearablePositiveX"
{
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
_DissolvePosition("Dissolve Position", Range(0, 1000)) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert alpha
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex : TEXCOORD0;
float3 pos : SV_POSITION;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _DissolvePosition;
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input, o);
o.pos = mul(unity_ObjectToWorld, v.vertex).xyz;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 1;
int a = IN.pos.x > _DissolvePosition ? 1.0 : 0.0;
if(a == 1 ){
discard;
}
}
ENDCG
}
FallBack "Diffuse"
}
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