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" }