Shader
Shader "Unlit/Disappear" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color",Color) = (1,1,1,1) _Height("Height",Float) = 0.5 _ColorRange("Color Range",Float) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float height:TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _ColorRange; float _Height; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.height = v.vertex.y; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); clip(_Height-i.height); float fac = sign(saturate(_Height-_ColorRange-i.height)); col.rgb = (1-fac)*_Color+col.rgb*fac; return col; } ENDCG } } }