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"
}
'Shader > Shader - SurfaceShader' 카테고리의 다른 글
12-2 Rim 라이트 (0) | 2020.04.04 |
---|---|
12-1 프리넬 공식 (0) | 2020.04.04 |
11 - 2 (Lambert 라이트연산) (0) | 2020.04.04 |
11 - 1 (0) | 2020.04.04 |
Metallic(메탈릭) Smoothness(스무스니스) (0) | 2020.02.28 |