How can I transfer the clip_height into a percent value instead of an acual value?
The formula for converting a value to a percentage is (value/maxValue) * 100 or just value/maxValue to get a float.
Example: (40/80) *100 = 50% or 40/80 = 0.5
Do you have any idea or hint on how to accomplish having a %- value as a shader value?
Do you mean range? Like a parameter that is locked between 0 and 100?
uniform float Percentage: hint_range(0.0, 100.0, 0.1) = 50.0;
Having to tweak the values for each mesh is a little unpractical and unclean.
If you want to edit a value only once, then you should share the material between objects, don't make a new one for every object.