Shader "Custom/Clipping"
{
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
[HDR]_Emission ("Emission", color) = (0,0,0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// 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;
int _Int = 0;
float4 _Plane[20];
half3 _Emission;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
for (int i = 0; i < _Int; i++)
{
float distance = dot(_Plane[i].xyz, IN.worldPos) + _Plane[i].w;
if (distance < 0)
{
discard;
}
}
// 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;
o.Emission = _Emission * tex2D(_MainTex, IN.uv_MainTex);
}
ENDCG
}
FallBack "Diffuse"
}
I’ve been using a clipping shader to clip convex rooms to portals that use mathematical planes from script. There is a problem with gaps appearing in the rooms to the portals and when I get farther away from the portal the gaps get bigger. I don’t know why it’s doing that. I think I have a precision problem, but I don’t know how to fix. Please help.