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MinX MaxX , , :
Shader "Sprites/ClipArea"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Fill ("Fill", Range(0.0, 1.0)) = 1.0
_MinX ("MinX", Float) = 0
_MaxX ("MaxX", Float) = 1
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
sampler2D _MainTex;
float4 _MainTex_ST;
float _MinX;
float _MaxX;
float _Fill;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
half4 frag (v2f IN) : COLOR
{
if ((IN.texcoord.x<_MinX)|| (IN.texcoord.x>(_MinX+_Fill*(_MaxX-_MinX))))
{
half4 colorTransparent = half4(0,0,0,0) ;
return colorTransparent ;
}
return tex2D(_MainTex, IN.texcoord);
}
ENDCG
}
}
}
, , , SpriteRenderer, , MinX MaxX spriteRenderer.material.setFloat( , ) .
, MinX MaxX , Update, , , , Main Camera OnPreRender .
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