Shader "RedNightWorks/TiltLiquid"
{
    Properties
    {
        [NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
        _Color("Color", Color) = (1,1,1,1)

        _CutoffPos("Cutoff Position", Range(0.0, 0.1)) = 0.05
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" "VRCFallback"="Hidden"}
        
        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float3 localPos : TEXCORD1;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            float _CutoffPos;

            v2f vert (appdata v)
            {
                v2f o;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.localPos = mul(unity_ObjectToWorld, v.vertex).xyz - unity_ObjectToWorld._m03_m13_m23;
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 color = tex2D(_MainTex, i.uv);
                clip(-i.localPos.y-_CutoffPos);
                color *= _Color;
                return color;
            }
            ENDCG
        }
    }
}
