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@gkagm2
Created May 20, 2019 08:47
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ShaderEx
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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