Unity Shader 模型剖解

Shader "Sectioning"
{
	Properties
	{
	_Color("Main Color", Color) = (1,1,1,1)
	_ClipYPos("ClipYPosition",Float) = 1
	_MainTex("Main Texture", 2D) = "white"{}
	[KeywordEnum(None, Z, Y, X)]_Mode("Mode", Float) = 0
	}
		SubShader
	{
	Pass
	{
	Cull off
	CGPROGRAM
	#pragma vertex vert
	#pragma fragment frag
	#include "UnityCG.cginc"

	fixed4 _Color;
	float _ClipYPos;
	sampler2D _MainTex;
	half4 _MainTex_ST;
	float _Mode;
	struct vertexOutput
	{
	float4 pos : SV_POSITION;
	float4 posInObjectCoords : TEXCOORD1;
	float2 uv : TEXCOORD0;
	};

	vertexOutput vert(appdata_full input)
	{
	vertexOutput output;
	output.pos = UnityObjectToClipPos(input.vertex);
	output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
	output.posInObjectCoords = mul(unity_ObjectToWorld,input.vertex);
	return output;
	}
	fixed4 frag(vertexOutput input) : SV_Target
	{
	float clipxyz;
	if (_Mode == 1) {
	 clipxyz = input.posInObjectCoords.z - _ClipYPos + 0.5f;
	}
	if (_Mode == 2) {
	 clipxyz = input.posInObjectCoords.y - _ClipYPos + 0.5f;
	}
	if (_Mode == 3) {
	 clipxyz = input.posInObjectCoords.x - _ClipYPos + 0.5f;
	}
	if (clipxyz > 0.0&&_Mode != 0)
	{
	discard;
	}
	fixed4 col = _Color;
	return col;
	}
	ENDCG
	}
	}
}

 

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