Shader/Shader - SurfaceShader

12-1 프리넬 공식

소나무꼴 2020. 4. 4. 20:18
Shader "Custom/12-1"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
	}
		SubShader
		{
			Tags { "RenderType" = "Opaque" }
			LOD 200

			CGPROGRAM
			// Physically based Standard lighting model, and enable shadows on all light types
			#pragma surface surf Lambert 
			sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
			float3 viewDir;
        };

		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;

			float rim = dot(o.Normal, -IN.viewDir);
			o.Emission = pow(1 - rim, 4);
        }
        ENDCG
    }
    FallBack "Diffuse"
}

 

 

구조체 Input

float3 viewDir

float4 oclor:COLOR

float4 screePos

float3 worldPos

float3 worldRef1

float3 worldNormal

float3 worldRef; INTERNAL_DATA

float3 worldNormal; INTERNAL_DATA

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