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- Shader "Custom/TextureClippingCode"
- {
- Properties
- {
- _MainTex ("Main texture", 2D) = "" {}
- _ClipValue("Clip value", Range(0.0, 1.0)) = 1.0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- Float _ClipValue;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- if(i.uv.x > _ClipValue)
- {
- discard;
- }
- fixed4 mainColor = tex2D(_MainTex, i.uv);
- return mainColor;
- }
- ENDCG
- }
- }
- }
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