本文转载自http://blog.csdn.net/yiwei151/article/details/78622365。。效果:
Shader代码:
Shader
"Custom/CaiQie"
{
Properties{
_Color(
"Color",Color)=(
1,
1,
1,
1)
_P(
"p",Range(-
0.5,
0.51))=
0
}
SubShader{
Pass{
Cull OFF
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float _P;
struct a2v{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
};
struct v2f{
float4 pos:POSITION;
float4 uv:TEXCOORD0;
};
v2f vert(a2v v){
v2f o;
o.uv = v.vertex;
o.pos=UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i):COLOR{
if(i.uv.y<_P){
discard;
}
return _Color;
}
ENDCG
}
}
}
新建一个材质球,选择此shader,修改P值即可看到效果,当然,根据不同的模型,跟适当修改shader中P的取值范围!!!!
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