Shader "Custom/11-1"
{
Properties
{
//_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
//_Glossiness ("Smoothness", Range(0,1)) = 0.5
//_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf _CustomLight noambient//Lambert Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
// #pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
//half _Glossiness;
//half _Metallic;
//fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
//void surf (Input IN, inout SurfaceOutputStandard o)
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
/*
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
*/
}
float4 Lighting_CustomLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
return float4(0.1, 0, 0, 1);
}
ENDCG
}
FallBack "Diffuse"
}
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