A shader that culls part of objects below y 0

I am looking for a shader that will not draw part of objects that are below 0 on the y plane. My goolge-fu has failed me so I can’t quite find one myself. Any help would be greatly appreciated.

Hey there,

You are in luck, I had just started looking at shader scripting for a previous question!
This is based on the ‘Slices via World Space Position’ shader here

Just change the y cutoff value to the desired world cutoff position in the inspector:

Shader "Custom/underY" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_YCutoff ("Y Cutoff", Float) = 0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		Cull Off
		CGPROGRAM
		#pragma surface surf Lambert

		sampler2D _MainTex;
		uniform float _YCutoff;

		struct Input {
			float3 worldPos;
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			clip (IN.worldPos.y-_YCutoff);
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

Scribe