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기본 텍스쳐 출력, 각종 Properties 종류들

소나무꼴 2020. 2. 28. 12:50
Shader "Custom/NewSurfaceShader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}

			_float ("float", Float) = 0
			_int ("int", int) = 0
			_color ("color", Color) = (1, 1, 0, 0)
			_vector("vector", Vector) = (1, 1, 1, 1)
			_2d("2D", 2D) = "whilt"{}
			_rect("rect", Rect) = "rect"{}
			_cube("cube", Cube) = "cube"{}
			_3D("3D", 3D) = "3d"{}

	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
			float4 color : COLOR;
		};

		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) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			
			//o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			//o.Metallic = _Metallic;
			//o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}