Shader
Shader "Unlit/Disappear" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Flow Color",Color) = (1,1,1,1) _Percent("Percent",Range(0,1)) = 0.5 _Range("Range",Float) = 1 _Offset("Offset",Float) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float height:COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _Range; float _Offset; float _Percent; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); o.height = (v.vertex.y-_Offset)/_Range; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); if(i.height>_Percent) { discard; } return col; } ENDCG } } }
代码
using UnityEngine; using System.Collections; [RequireComponent(typeof(MeshRenderer))] public class Disappear : MonoBehaviour { private Material mMat; [Range(0,1)] public float Percent = 1; void Awake() { var renderer = gameObject.GetComponent<MeshRenderer> (); mMat = renderer.material; var mf = gameObject.GetComponent<MeshFilter> (); mMat.SetFloat ("_Offset", mf.mesh.bounds.min.y); mMat.SetFloat ("_Range", mf.mesh.bounds.size.y); } // Use this for initialization void Start () { } // Update is called once per frame void Update () { mMat.SetFloat ("_Percent", Percent); } }
时间: 2024-11-12 12:07:49