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Shader "Tutorial/021_Clipping_Plane"{
//show values to edit in inspector
_Color ("Tint", Color) = (0, 0, 0, 1)
_MainTex ("Texture", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0, 1)) = 0
_Metallic ("Metalness", Range(0, 1)) = 0
[HDR]_Emission ("Emission", color) = (0,0,0)
[HDR]_CutoffColor("Cutoff Color", Color) = (1,0,0,0)
//the material is completely non-transparent and is rendered at the same time as the other opaque geometry
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
// render faces regardless if they point towards the camera or away from it
Cull Off
//the shader is a surface shader, meaning that it will be extended by unity in the background
//to have fancy lighting and other features
//our surface shader function is called surf and we use our custom lighting model
//fullforwardshadows makes sure unity adds the shadow passes the shader might need
//vertex:vert makes the shader use vert as a vertex shader function
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
half _Smoothness;
half _Metallic;
half3 _Emission;
float4 _Plane;
float4 _CutoffColor;
//input struct which is automatically filled by unity
struct Input {
float2 uv_MainTex;
float3 worldPos;
float facing : VFACE;
//the surface shader function which sets parameters the lighting function then uses
void surf (Input i, inout SurfaceOutputStandard o) {
//calculate signed distance to plane
float distance = dot(i.worldPos,;
distance = distance + _Plane.w;
//discard surface above plane
float facing = i.facing * 0.5 + 0.5;
//normal color stuff
fixed4 col = tex2D(_MainTex, i.uv_MainTex);
col *= _Color;
o.Albedo = col.rgb * facing;
o.Metallic = _Metallic * facing;
o.Smoothness = _Smoothness * facing;
o.Emission = lerp(_CutoffColor, _Emission, facing);
FallBack "Standard" //fallback adds a shadow pass so we get shadows on other objects
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