Shader/Shader - SurfaceShader

11 - 2 (Lambert 라이트연산)

소나무꼴 2020. 4. 4. 10:57
Shader "Custom/11-2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
		_BumpMap ("NormalMap (RGB)", 2D) = "white" {}
	}
		SubShader
		{
			Tags { "RenderType" = "Opaque" }
			LOD 200

			CGPROGRAM
            #pragma surface surf _CustomLight  noambient//Lambert Standard fullforwardshadows

			float _Half_Lambert1;
			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.Albedo = c.rgb;
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
			o.Alpha = c.a;
        }

		float4 Lighting_CustomLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
		{
			float ndotl = dot(s.Normal, lightDir);
			return ndotl+0.1;
		}

        ENDCG
    }
    FallBack "Diffuse"
}

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