Shader
Shader "Unlit/Disappear"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color) = (1,1,1,1)
_Height("Height",Float) = 0.5
_ColorRange("Color Range",Float) = 1
} SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
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; float4 vertex : SV_POSITION;
float height:TEXCOORD1;
}; sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _ColorRange;
float _Height; v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.height = v.vertex.y; return o;
} fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv); clip(_Height-i.height);
float fac = sign(saturate(_Height-_ColorRange-i.height)); col.rgb = (1-fac)*_Color+col.rgb*fac; return col;
}
ENDCG
}
}
}