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- Shader "Custom/DirectionalWipeHardCut"
- {
- Properties
- {
- _MainTex("Main Texture", 2D) = "white" {}
- _Color("Color Tint", Color) = (1,1,1,1)
- _Cutoff("Cutoff (0=全隐, 1=全显)", Range(0,1)) = 0
- _Axis("Axis (0=X,1=Y,2=Z)", Range(0,2)) = 1
- _Direction("Direction (1=正向,-1=反向)", Float) = 1
- _WipeMin("Wipe Range Min", Float) = -1
- _WipeMax("Wipe Range Max", Float) = 1
- }
- SubShader
- {
- Tags { "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" }
- LOD 200
- ZWrite On
- Cull Off // 关键点:关闭剔除,支持双面
- AlphaToMask On
- Blend Off // 不使用透明混合
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _Color;
- float _Cutoff;
- float _Axis;
- float _Direction;
- float _WipeMin;
- float _WipeMax;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float3 localPos : TEXCOORD1;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- o.localPos = v.vertex.xyz;
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- float3 dir = (_Axis < 0.5) ? float3(1,0,0) : (_Axis < 1.5 ? float3(0,1,0) : float3(0,0,1));
- dir *= _Direction;
- float proj = dot(i.localPos, dir);
- float wipeCoord = (proj - _WipeMin) / (_WipeMax - _WipeMin);
- float revCutoff = 1.0 - _Cutoff;
- clip(wipeCoord - revCutoff); // 直接硬切
- fixed4 col = tex2D(_MainTex, i.uv) * _Color;
- return col;
- }
- ENDCG
- }
- }
- }
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