Shader/Shader - SurfaceShader

11 - 3(Half-Lambert)

소나무꼴 2020. 4. 4. 10:58
Shader "Custom/11-3"
{
    Properties
    {
        //_Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
		_BumpMap ("NormalMap (RGB)", 2D) = "white" {}
		_Half_Lambert1("Half1", float) = 0.5
			//_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

			float _Half_Lambert1;
			sampler2D _MainTex;
			sampler2D _BumpMap;

        struct Input
        {
            float2 uv_MainTex;
			float2 uv_BumpMap;
        };

        //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.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
			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)
		{
			float ndotl = dot(s.Normal, lightDir) * _Half_Lambert1 + _Half_Lambert1;
			return ndotl+0.1;
		}

        ENDCG
    }
    FallBack "Diffuse"
}

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