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AlphaCutOut.shader
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AlphaCutOut.shader
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Shader "ShaderX/AlphaCutOut" {
Properties{
_Color ("Color", Color) = (1.0,1.0,1.0,1.0)
_Height ("Cutoff Height", Range(-1.0,1.0)) = 1.0
}
SubShader{
Tags { "Queue" = "Transparent" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform float4 _Color;
uniform float _Height;
struct vertexInput {
float4 vertex : Position;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 vertPos : TEXCOORD0;
};
vertexOutput vert(vertexInput v){
vertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertPos = v.vertex;
return o;
}
float4 frag(vertexOutput i) : COLOR{
if(i.vertPos.y > _Height){
discard;
}
return _Color;
}
ENDCG
}
}
Fallback "Diffuse"
}