https://chulin28ho.tistory.com/644
기본
// This shader fills the mesh shape with a color predefined in the code.
Shader "Example/URPUnlitShaderBasic"
{
// The properties block of the Unity shader. In this example this block is empty
// because the output color is predefined in the fragment shader code.
Properties
{ }
// The SubShader block containing the Shader code.
SubShader
{
// SubShader Tags define when and under which conditions a SubShader block or
// a pass is executed.
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
// The HLSL code block. Unity SRP uses the HLSL language.
HLSLPROGRAM
// This line defines the name of the vertex shader.
#pragma vertex vert
// This line defines the name of the fragment shader.
#pragma fragment frag
// The Core.hlsl file contains definitions of frequently used HLSL
// macros and functions, and also contains #include references to other
// HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.).
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The structure definition defines which variables it contains.
// This example uses the Attributes structure as an input structure in
// the vertex shader.
struct Attributes
{
// The positionOS variable contains the vertex positions in object
// space.
float4 positionOS : POSITION;
};
struct Varyings
{
// The positions in this struct must have the SV_POSITION semantic.
float4 positionHCS : SV_POSITION;
};
// The vertex shader definition with properties defined in the Varyings
// structure. The type of the vert function must match the type (struct)
// that it returns.
Varyings vert(Attributes IN)
{
// Declaring the output object (OUT) with the Varyings struct.
Varyings OUT;
// The TransformObjectToHClip function transforms vertex positions
// from object space to homogenous clip space.
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
// Returning the output.
return OUT;
}
// The fragment shader definition.
half4 frag() : SV_Target
{
// Defining the color variable and returning it.
half4 customColor = half4(0.5, 0, 0, 1);
return customColor;
}
ENDHLSL
}
}
}
칼라, 텍스쳐 UV
// This shader fills the mesh shape with a color predefined in the code.
Shader "Example/URPUnlitShaderBasic"
{
// The properties block of the Unity shader. In this example this block is empty
// because the output color is predefined in the fragment shader code.
Properties
{
_BaseColor("Base Color", Color) = (1, 1, 1, 1)
_BaseMap("Base Map", 2D) = "white"
}
// The SubShader block containing the Shader code.
SubShader
{
// SubShader Tags define when and under which conditions a SubShader block or
// a pass is executed.
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
// The HLSL code block. Unity SRP uses the HLSL language.
HLSLPROGRAM
// This line defines the name of the vertex shader.
#pragma vertex vert
// This line defines the name of the fragment shader.
#pragma fragment frag
// The Core.hlsl file contains definitions of frequently used HLSL
// macros and functions, and also contains #include references to other
// HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.).
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The structure definition defines which variables it contains.
// This example uses the Attributes structure as an input structure in
// the vertex shader.
struct Attributes
{
// The positionOS variable contains the vertex positions in object
// space.
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
// The positions in this struct must have the SV_POSITION semantic.
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
// This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap);
// This macro declares the sampler for the _BaseMap texture.
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseMap_ST variable, so that you
// can use the _BaseMap variable in the fragment shader. The _ST
// suffix is necessary for the tiling and offset function to work.
float4 _BaseMap_ST;
CBUFFER_END
CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseColor variable, so that you
// can use it in the fragment shader.
half4 _BaseColor;
CBUFFER_END
// The vertex shader definition with properties defined in the Varyings
// structure. The type of the vert function must match the type (struct)
// that it returns.
Varyings vert(Attributes IN)
{
// Declaring the output object (OUT) with the Varyings struct.
Varyings OUT;
// The TransformObjectToHClip function transforms vertex positions
// from object space to homogenous clip space.
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
// Returning the output.
return OUT;
}
// The fragment shader definition.
half4 frag(Varyings IN) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
return color;
}
ENDHLSL
}
}
}
법선벡터
// This shader fills the mesh shape with a color predefined in the code.
Shader "Example/URPUnlitShaderBasic_Normal"
{
// The properties block of the Unity shader. In this example this block is empty
// because the output color is predefined in the fragment shader code.
Properties
{
_BaseColor("Base Color", Color) = (1, 1, 1, 1)
}
// The SubShader block containing the Shader code.
SubShader
{
// SubShader Tags define when and under which conditions a SubShader block or
// a pass is executed.
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
// The HLSL code block. Unity SRP uses the HLSL language.
HLSLPROGRAM
// This line defines the name of the vertex shader.
#pragma vertex vert
// This line defines the name of the fragment shader.
#pragma fragment frag
// The Core.hlsl file contains definitions of frequently used HLSL
// macros and functions, and also contains #include references to other
// HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.).
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The structure definition defines which variables it contains.
// This example uses the Attributes structure as an input structure in
// the vertex shader.
struct Attributes
{
// The positionOS variable contains the vertex positions in object
// space.
float4 positionOS : POSITION;
half3 normal : NORMAL;
};
struct Varyings
{
// The positions in this struct must have the SV_POSITION semantic.
float4 positionHCS : SV_POSITION;
half3 normal : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseColor variable, so that you
// can use it in the fragment shader.
half4 _BaseColor;
CBUFFER_END
// The vertex shader definition with properties defined in the Varyings
// structure. The type of the vert function must match the type (struct)
// that it returns.
Varyings vert(Attributes IN)
{
// Declaring the output object (OUT) with the Varyings struct.
Varyings OUT;
// The TransformObjectToHClip function transforms vertex positions
// from object space to homogenous clip space.
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.normal = IN.normal;
// Returning the output.
return OUT;
}
// The fragment shader definition.
half4 frag(Varyings IN) : SV_Target
{
half4 color = 0;
//color.rgb = IN.normal;
color.rgb = IN.normal * 0.5 + 0.5;
return color;
}
ENDHLSL
}
}
}
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