// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
///<summary>
///Alpha-VertexLit.shader Unity BuiltIn Shader 참고문헌
///Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
///https://docs.unity3d.com/kr/530/Manual/SL-SurfaceShaderTessellation.html
///link 1 : https://inkiu0.gitbooks.io/codenote/content/alphatest.html
///link 2 : https://sourcetip.tistory.com/119
///link 4 : https://chipmunk-plump-plump.tistory.com/125
///link 5 : http://rapapa.net/?p=2723
///</summary>
Shader "NeckDoris Labs/NShader4D" {
Properties{
_Color("Main Color (RGB)", Color) = (1,1,1,0)
_MainTex("Texture(RGB)", 2D) = "white" {}
_Bump("Normals", 2D) = "bump" {}
}
SubShader{
Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "False" "PreviewType"="Cube" }
LOD 200
Pass {
CGPROGRAM
#pragma vertex vertex
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Bump;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
//link <summary>https://darkcatgame.tistory.com/84' target="_blank">https://darkcatgame.tistory.com/84</summary>
struct v2f
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float2 normal : NORMAL;
};
///link <summary>https://m.blog.naver.com/sorkelf/40157218010</summary>
///link <summary>https://docs.unity3d.com/kr/2019.4/Manual/SL-VertexFragmentShaderExamples.html</summary>
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFROM_TEX(v.texcoord, _MainTex);
o.normal = UnityObjectToClipPos(float4(v.normal, 0));
return o;
}
//link <summary>https://darkcatgame.tistory.com/84' target="_blank">https://darkcatgame.tistory.com/84</summary>
float4 frag(v2f i) : TARGET {
float uv = _Color * tex2D(_MainTex, i.uv);
float normal = _Color * tex2D(_Bump, i.normal);
return (float4)uv + normal;
}
ENDCG
}
}
Fallback "Diffuse"
}
기본 공식, 용어는 베이스로 깔아야할걸 ㅇㅅㅇ
기본공식 용어 이런거 유니티 스크립팅 레퍼런스 보는데, 너무 복잡하다. 사실 이런걸 하기 위해 몇일전부터 다이렉트 x할까 했는데, 음
코드 베이스로 하기 전에 shader graph나 ampliy shader같이 노드 기반 쉐이더로 먼저 공부하셈. 쉐이더를 더 쉽게 이해할수 있음. 그다음 코드베이스로 해도 됨