유니티/쉐이더
05/04 유니티 쉐이더 램버트, 블린퐁, 스탠다드
박준희
2021. 5. 4. 16:37
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Lambert
#pragma 스탠다드를 Lambert로
inout 매개변수타입를 SurfaceOutput로
BlinnPhong
#pragma 스탠다드를 BlinnPhong로
inout 매개변수타입를 SurfaceOutput로
스탠다드
Shader "Custom/Standard"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
램버트
Shader "Custom/Standard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_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 Lambert
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
블린퐁
Shader "Custom/Standard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_SpecColor ("Specular Color", color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf BlinnPhong
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Specular = 0.5;
o.Gloss = 1;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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