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Question by OmegaNemesis28 · Apr 26, 2014 at 07:17 AM · shaderalpha

Clamp cone shape from shader alpha

In the following transparent shader, I'm subtracting out shapes so you can "see through the holes" of the material.

However, I want to be able to 'slice out' a cone shape from the material. Currently, I only have circular holes.

  void surfaceRemoval (Input IN, inout SurfaceOutput o) {
     fixed4 baseColor = tex2D(_MainTex, IN.uv_MainTex) * _Color;

     float alpha = (1.0 - (baseColor.a + circle(center, IN.location, radius, maxradius) 
     + circle(center, IN.location, radius, maxradius) 
     + cone(start, IN.location, radius, maxradius, height))
     );

     o.Albedo = baseColor.rgb;
     o.Alpha = alpha;
 }

 //return 0 if (pos - nearVertex) > _FogRadius
 float circle(float4 pos, float2 nearVertex, float radius, float radiusMax) {
     float removal = clamp(radius - length(pos.xz - nearVertex.xy), 0.0, radius);

     return (1.0/radiusMax)*atten/removal;
 }
 
 float cone(float4 pos, float2 nearVertex, float radius, float radiusMax, float height)
 {
     float lateralArea = 3.141592654 * radius * sqrt(radius*2 + height*2);
     float removal= clamp(lateralArea - length(pos.xz - nearVertex.xy), 0.0, lateralArea);
     
     return removal;
 }

The circles work great! But the cone still remains a circle. It definitely has to do with my clamp formula, lateralArea might be right but its still remaining a circle. If I change it even slightly, it just subtracts the whole material and makes it completely invisible.

I'm a total noob with shaders so if anyone can help that would really mean alot!

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