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유니티3D

쉐이더 조절로 이미지 흑백 만들기와 Lerp 함수의 기본 12345678910111213141516171819202122232425Shader "Custom/NewSurfaceShader" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Standard fullforwardshadows sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albed.. 더보기
기본 쉐이더 코드의 텍스쳐 부분 알아보기 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849Shader "Custom/NewSurfaceShader" { Properties { _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 ligh.. 더보기
쉐이더 색상 출력과 사칙연산 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849Shader "Custom/NewSurfaceShader" { Properties { _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 ligh.. 더보기
쉐이더 코드와 Properties 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849Shader "Custom/NewSurfaceShader" { Properties { _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 ligh.. 더보기