Created
May 20, 2019 08:47
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ShaderEx
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Shader "Custom/NewSurfaceShader" { | |
Properties { // 인스펙터 창에서 보여주는 | |
_Brightness("Change Brightness!!", Range(0,1)) = 0.5 | |
_TestFloat("Test Float!!", Float) = 0.5 | |
_TestColor("Test Color!!", Color) = (1,1,1,1) | |
_TestVector("Test Vector", Vector) = (1,1,1,1) | |
_TestTexture("Test Texture",2D) = "white" {} | |
_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 Standard fullforwardshadows | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
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) * _Color; | |
o.Emission = float3(1, 0, 0); // 조명에 관계없이 순수한 색상만 출력 | |
o.Albedo = float3(1, 0, 0); // 조명의 영향을 받는다. | |
// Metallic and smoothness come from slider variables | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} | |
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