Shader "Myshader/Disappear" { Properties { _MainTex ("Texture", 2D) = "white" {} _Offset("Offset",Range(0,1)) = 1 [Toggle(IsVertical)]_IsVertical("_IsVertical",float) = 1 } SubShader { Tags {"Queue"="Transparent" "RenderType" = "Opaque" "IgnoreProjectot"="true" } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct a2v { float4 vertex : POSITION; float4 uv : TEXCOORD0; }; struct v2f { float4 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed _Offset; float _IsVertical; v2f vert (a2v v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); if(_IsVertical==1){ o.uv.z =_Offset - o.uv.y; }else{ o.uv.z = _Offset - o.uv.x; } return o; } fixed4 frag (v2f i) : SV_Target { clip(i.uv.z); fixed4 col = tex2D(_MainTex, i.uv.xy); return col; } ENDCG } } }