var localPosition2 = object2.transform.InverseTransformPoint(collision.position);
sampler2D _MainTex;
half _LinePos;
half _LineHeight;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float b = i.uv.x < _LinePos || i.uv.x > _LinePos + _LineHeight;
col.rgb = col.rgb * b;
return col;
}