Shader
struct appdata
{
float4 texcoord: TEXCOORD0;
};
void vert(inout appdata v,out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.tex = v.texcoord;
}
struct Input
{
float2 UV;
};
void surf(Input IN, inout SurfaceOutput o) { float X = IN.UV.x } | int x=(int)(X+0.001) | int x=(int)(X) | float x |
clip(x ==7 ? 1 : -1) | + | — | — |
clip(x >5.9 && x < 7.1 ? 1 : -1) | + | + | + |
clip(x > 6.99f && x < 7.01 ? 1 : -1) | + | — | + |