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Question by Sylon87 · Mar 02, 2019 at 01:52 AM · shadershadersshader programminginvisible-object

make invisible object with shader

hello Everyone.

I have a big Doughnut with a texture on it, i'm trying to make it invisible and then chose a specific part to make visible on it all from Shader, i'm pretty new with shader so i'm getting confusing to how do this,

for example is all invisible but i want to make visible only the Doughnut portion that go from he's origin to he's 30 degrees, and be able to change it in runetime.

someone can help me to figure out how to do this?

this is what i have now

 Shader "Unlit/PipeShader"
 {
     Properties
     {
         _Color   ("Main Color (A=Opacity)", Color) = (1,1,1,1)
         _MainTex ("Base (A=Opacity)", 2D) = "" {}
         _Transparency("Transparency", Range(0.0,0.5)) = 0.25
     }
     SubShader
     {
         Tags {"Queue"="Transparent"  "RenderType"="Transparent" "IgnoreProjector" = "true"}
         Zwrite Off
         Blend SrcAlpha OneMinusSrcAlpha
         Cull Off
         Pass
         {
             CGPROGRAM
          
             #pragma vertex vert
             #pragma fragment frag
          
             #include "UnityCG.cginc"
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
                
                 float4 worldSpacePos  : TEXCOORD1;
                 float3 objectCenter : TEXCOORD2;
  
             };
             sampler2D _MainTex;
             float4 _MainTex_ST;
             float4 _Color;
             float  _Transparency;
             float4 setAxisAngle (float3 axis, float rad) {
               rad = rad * 0.5;
               float s = sin(rad);
               return float4(s * axis[0], s * axis[1], s * axis[2], cos(rad));
             }    
              
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 
                 o.worldSpacePos = mul(unity_ObjectToWorld, v.vertex);
                 o.objectCenter = mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0));
                 return o;
             }
          
             fixed4 frag (v2f i) : SV_Target
             {
 
                 fixed4 col = tex2D(_MainTex, i.uv) * _Color;
              
 
                 return col;
             }
             ENDCG
         }
     }
 }
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