Shader
Shader "Custom/HalfMask"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 0, 0)
_Height("Height", range(0, 1)) = 1
_Fade ("Fade", range(0.1, 1.0)) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
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;
float3 worldPos : TEXCOORD1;
float3 pivotPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Height;
fixed _Fade;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//模型顶点坐标转世界坐标
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
//模型原点(中心点)坐标转世界坐标
o.pivotPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//y=[-1, 1]
float y = i.worldPos.y - i.pivotPos.y;
//y=[-1, 0]
y = (y - 1) / 2;
//y=[0, 1]
y += _Height;
//当_Height从0增加到1时,模型将从上到下逐渐显示全身
clip(y);//y为负数的像素会被裁剪掉
fixed4 col = tex2D(_MainTex, i.uv);
//颜色渐变(淡出)
col = lerp(_Color, col, saturate(y / _Fade));
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
效果