Files
Ipseity-Demo/Assets/Unheimlich_POC/Materials/Shaders/Portal/Slice_Fixed.shader
T

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Shader "Custom/Slice"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
sliceNormal("normal", Vector) = (0,0,0,0)
sliceCentre ("centre", Vector) = (0,0,0,0)
sliceOffsetDst("offset", Float) = 0
}
SubShader
{
Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType"="Geometry" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// World space normal of slice, anything along this direction from centre will be invisible
float3 sliceNormal;
// World space centre of slice
float3 sliceCentre;
// Increasing makes more of the mesh visible, decreasing makes less of the mesh visible
float sliceOffsetDst;
void surf (Input IN, inout SurfaceOutputStandard o)
{
float3 adjustedCentre = sliceCentre + sliceNormal * sliceOffsetDst;
float3 offsetToSliceCentre = adjustedCentre - IN.worldPos;
clip (dot(offsetToSliceCentre, sliceNormal));
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "VertexLit"
}