上一篇使用的方式是对UV进行剪裁,如果用于模型的话,会出现一些问题。本篇使用的方式是对模型进行模型空间的剪裁,可设置剪裁方向。效果如下:
设置界面如下:
mode用于设置剪裁方向。
clip用于设置剪裁值。
shader实现如下:
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Shader "XM/ScanEffect2" { 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 _Clip( "Clip" , float ) = 0 [KeywordEnum(None, Left, Up, Forward)]_Mode( "Mode" , Float) = 0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float4 localPos; }; half _Glossiness; half _Metallic; fixed4 _Color; float _Clip; float _Mode; void vert(inout appdata_full i, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.localPos = i.vertex; } void surf (Input i, inout SurfaceOutputStandard o) { if (i.localPos.x >= _Clip && _Mode == 1 || i.localPos.y >= _Clip && _Mode == 2|| i.localPos.z >= _Clip && _Mode == 3) { clip(-1); } // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, i.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/u012741077/article/details/53468876