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" }
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