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Unityで市松模様に穴をあけるシェーダー

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ほとんど、Project -> Create -> Shader -> Standard Surface Shaderで作られるデフォルトのサーフェスシェーダーのまま。

違いは、パラメータの_DivisionCull Offsurf関数の最初の行だけ。
_Divisionパラメータで分割の大きさを決定する。

Shader "My/CheckerPattern" {
	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
		_Division ("Division", Int) = 5
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200

		Cull Off

		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;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;
		int _Division;

		// 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_CBUFFER_START(Props)
			// put more per-instance properties here
		UNITY_INSTANCING_CBUFFER_END

		void surf (Input IN, inout SurfaceOutputStandard o) {
			if (int(fmod(floor(IN.uv_MainTex.x * _Division) + floor(IN.uv_MainTex.y * _Division), 2.0)) == 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;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

FrameBuffer.gif

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