Shader "Unlit/TestClipShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _CutOutTex("Cut Tex", 2D) = "white" {} _CutOutValueX("Cut Value X",Float) = 1.0 _CutOutValueY("Cut Value Y",Float) = 1.0 _CutOutValueZ("Cut Value Z",Float) = 1.0 _CutOutColor("Cut Color",COLOR) = (1,1,1,1) _CutOutStrength("Cut Strength",Range(0.5,10.0)) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Cull Off 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; float4 scrPos : TEXCOORD1; float4 srcVertex : TEXCOORD2; }; sampler2D _MainTex; sampler2D _CutOutTex; float4 _MainTex_ST; float _CutOutValueX; float _CutOutValueY; float _CutOutValueZ; fixed4 _CutOutColor; float _CutOutStrength; v2f vert (appdata v) { v2f o; //o.vertex = v.vertex; o.vertex = UnityObjectToClipPos(v.vertex); o.vertex = float4(o.vertex.x,o.vertex.y,o.vertex.z,o.vertex.w); o.srcVertex = v.vertex; o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.scrPos = ComputeScreenPos(o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed4 secondTex = tex2D(_CutOutTex,i.uv); //float clipData = _CutOutValueX-i.srcVertex.x+secondTex.r/5; //clip(clipData); float clipData = _CutOutValueY-i.srcVertex.y+secondTex.r/5; clip(clipData); //clipData = _CutOutValueZ-i.srcVertex.z+secondTex.r/5; //clip(clipData); col = col + fixed4(clamp(_CutOutColor.rgb*(0.3-clipData)*_CutOutStrength,0,1),1); return col; } ENDCG } } }