1번.
Diffuse Warping + NormalMap + Texture
Shader "Custom/WarpedDiffuse"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex ("Ramp Texture", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_OutLine("OutLine", Range(0,1)) = 0.2
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf _Warped
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _NormalMap;
float _OutLine;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex);
float4 d = tex2D(_NormalMap, IN.uv_NormalMap);
//float3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
o.Normal = UnpackNormal(d);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 Lighting_Warped(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float4 final;
float ndotl = dot(s.Normal, lightDir);
float rim = dot(s.Normal, viewDir);
if(rim >= _OutLine) rim = 1;
else rim = 0;
fixed4 ramp = tex2D(_RampTex, float2(ndotl, 0.5));
final.rgb = s.Albedo.rgb * ramp. rgb * rim;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}
2.
1번 + 2Pass 외곽선 + RampTex 적용
Shader "Custom/WarpedDiffuse"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex ("Ramp Texture", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf _Warped
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _NormalMap;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
float3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
o.Normal = normal;
}
float4 Lighting_Warped(SurfaceOutput s, float3 lightDir, float atten)
{
float ndotl = dot(s.Normal, lightDir);
float2 uv = float2(ndotl, 0.5);
float4 c = tex2D(_RampTex, uv);
return c;
}
ENDCG
}
FallBack "Diffuse"
}
3.
Fresnel 외곽선 + RampTex
Shader "Custom/WarpedDiffuse"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex ("Ramp Texture", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_OutLine("OutLine", Range(0,1)) = 0.2
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf _Warped
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _NormalMap;
float _OutLine;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex);
float4 d = tex2D(_NormalMap, IN.uv_NormalMap);
//float3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
o.Normal = UnpackNormal(d);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 Lighting_Warped(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float4 final;
float ndotl = dot(s.Normal, lightDir);
float rim = dot(s.Normal, viewDir);
if(rim >= _OutLine) rim = 1;
else rim = 0;
fixed4 ramp = tex2D(_RampTex, float2(ndotl, 0.5));
final.rgb = s.Albedo.rgb * ramp. rgb * rim;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}
4번.
2pass + 커스텀 스페큘러
Shader "Custom/WarpedDiffuse"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex ("Ramp Texture", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Front
CGPROGRAM
#pragma surface surf _NoLight vertex:vert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _NormalMap;
struct Input
{
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
}
void vert(inout appdata_full v){
v.vertex.xyz = v.vertex.xyz + v.normal.xyz * 0.01;
}
float4 Lighting_NoLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
return float4(0,0,0,1);
}
ENDCG
Cull Back
CGPROGRAM
#pragma surface surf _Warped
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _NormalMap;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex);
float4 d = tex2D(_NormalMap, IN.uv_NormalMap);
o.Normal = UnpackNormal(d);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 Lighting_Warped(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float4 final;
//half-lambert
float ndotl = dot(s.Normal, lightDir) * 0.5 + 0.5;
//spec
float3 h = normalize(lightDir + viewDir);
float spec = saturate(dot(s.Normal,h));
//spec => pow
//Ramp
float4 ramp = tex2D(_RampTex,float2(ndotl, 0.5));
//final
final.rgb = s.Albedo.rgb * (ramp.rgb + 0.5) * spec;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}
'산대특 > 게임 UIUX 프로그래밍' 카테고리의 다른 글
Shader - triplaner (1) | 2024.02.26 |
---|---|
Shader - Cubemap Reflection (0) | 2024.02.22 |
Shader -Blinn Phong 스펙큘러 (0) | 2024.02.22 |
Shader - Lambert (0) | 2024.02.20 |
Shader - Vertex (0) | 2024.02.19 |