Shader/Shader - SurfaceShader

14-5

소나무꼴 2020. 4. 6. 23:51
Shader "Custom/14-5"
{
    Properties
    {
		_BumpMap("NormalMap (RGB)", 2D) = "white" {}
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200
		cull front
		// 1 pass
        CGPROGRAM        
        #pragma surface surf NoLight vertex:vert noshadow noambient
        #pragma target 3.0

        struct Input
        {
            float2 uv_MainTex;
        };

        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_INSTANCING_BUFFER_END(Props)

		void vert(inout appdata_full v)
		{
			v.vertex.xyz = v.vertex.xyz + v.normal.xyz*-0.005;
		}

		void surf(Input IN, inout SurfaceOutput o)
        {
			/*fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
			o.Alpha = c.a;*/
        }

		float4 LightingNoLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
		{
			return float4(0, 0, 0, 1);
		}

        ENDCG

		cull back
		// 2 pass
		CGPROGRAM
		#pragma surface surf Toon
		#pragma target 3.0

		sampler2D _MainTex;
		sampler2D _BumpMap;

		struct Input
		{
			float2 uv_MainTex;
			float2 uv_BumpMap;
		};

		UNITY_INSTANCING_BUFFER_START(Props)
		UNITY_INSTANCING_BUFFER_END(Props)

		void surf(Input IN, inout SurfaceOutput o)
		{
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
			o.Albedo = c.rgb;
			o.Alpha = c.a;

		}

		float4 LightingToon(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
		{
			float ndotl = dot(s.Normal, -viewDir);
			if (ndotl > 0.7)
			{
				ndotl = 1;
			}
			else
			{
				ndotl = 0.3;
			}

			float4 final;
			final.rgb = s.Albedo * ndotl * _LightColor0.rgb;
			final.a = s.Alpha;

			return final;
		}

		ENDCG
    }
    FallBack "Diffuse"
}

//appdata_base: 포지션, 노멀, 하나의 텍스처 좌표
//appdata_tan : 포지션, 탄젠트, 노멀, 하나의 텍스처 좌표
//appdata_full : 포지션, 탄젠트, 노멀, 네 개의 텍스처 좌표, 컬러

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