유니티/쉐이더
05/06 유니티 쉐이더 라이트 Rim Light
박준희
2021. 5. 6. 15:06
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림 라이트(Rim Lighting)
역광
프레넬 공식
Shader "Custom/RimLight"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("NormalMap", 2D) = "bump" {}
_RimColor ("RimColor", Color) = (1,1,1,1)
_RimPower ("RimPower", Range(1, 10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert noambient
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
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));
float rim = saturate(dot(o.Normal, IN.viewDir));
o.Emission = pow(1 - rim, _RimPower) * _RimColor.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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