게임클라이언트 프로그래밍/Unity

Shader(UV 텍스쳐 합치기, VertexColor,Metallic, Smoothness_Time,_BumpMap,_Metallic,_Smoothness)

Game Client Lee Hwanguk 2023. 3. 16. 01:40

#UV

*두개의 텍스쳐 합치기

Shader "Custom/Fire2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _MainTex2("Albedo (RGB)", 2D) = "white" {}

    }
    SubShader
    {
        Tags { "RenderType"="Trasparent" "Queue"="Trasparent"}
        LOD 200

        CGPROGRAM
        #pragma surface surf Standard alpha:fade
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _MainTex2;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_MainTex2;
        };

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 d = tex2D (_MainTex2, IN.uv_MainTex2); //black
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex+d.r); //fire

            o.Emission = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

*_Time과 텍스트를 이용해 이미지를 이동, 구겨지게 만들기

void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 d = tex2D(_MainTex2, float2(IN.uv_MainTex2.x, IN.uv_MainTex2.y - _Time.y)); //texture2
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex+d.r); //texture

            o.Emission = c.rgb;
            o.Alpha = c.a;
        }

#VertexColor 

Shader "Custom/VertexColor2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _MainTex2("Albedo (RGB)", 2D) = "white" {}
        _MainTex3("Albedo (RGB)", 2D) = "white" {}
        _MainTex4("Albedo (RGB)", 2D) = "white" {}   
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Standard noambient
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _MainTex2;
        sampler2D _MainTex3;
        sampler2D _MainTex4;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_MainTex2;
            float2 uv_MainTex3;
            float2 uv_MainTex4;
            float4 color:COLOR;
        };

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            fixed4 d = tex2D(_MainTex2, IN.uv_MainTex2);
            fixed4 e = tex2D(_MainTex3, IN.uv_MainTex3);
            fixed4 f = tex2D(_MainTex4, IN.uv_MainTex4);

            o.Albedo = lerp(c.rgb,d.rgb,IN.color.r);
            o.Albedo = lerp(o.Albedo, e.rgb, IN.color.g);
            o.Albedo = lerp(o.Albedo, f.rgb, IN.color.b);

            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

*Metallic, Smoothness (금속 느낌)

Shader "Custom/Surface2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Metallic("Metallic",Range(0,1))=0
        _Smoothness("Smoothness",Range(0,1))=0.5
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0

        sampler2D _MainTex;
        float _Metallic;
        float _Smoothness;

        struct Input
        {
            float2 uv_MainTex;
        };

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Smoothness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

#Normal map (질감)

Shader "Custom/Surface2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Metallic("Metallic",Range(0,1))=0
        _Smoothness("Smoothness",Range(0,1))=0.5
        _BumpMap("Norlmap",2D) = "bump"{}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Standard
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;
        float _Metallic;
        float _Smoothness;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Smoothness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

*Occlusion (음영 효과)

Shader "Custom/Surface2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Metallic("Metallic",Range(0,1))=0
        _Smoothness("Smoothness",Range(0,1))=0.5
        _BumpMap("Norlmap",2D) = "bump"{}
        _Occlusion("Occulusion",2D) = "white"{}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Standard
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;
        sampler2D _Occlusion;
        float _Metallic;
        float _Smoothness;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Occlusion = tex2D(_Occlusion, IN.uv_MainTex);
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Smoothness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

#_BumpMap,_Metallic,_Smoothness 적용

Shader "Custom/VertexColor2"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _MainTex2("Albedo (RGB)", 2D) = "white" {}
        _MainTex3("Albedo (RGB)", 2D) = "white" {}
        _MainTex4("Albedo (RGB)", 2D) = "white" {}   
        _BumpMap("Normalmap",2D) = "bump"{}
        _Metallic("Metallic",Range(0,1)) = 0
        _Smoothness("Smoothness",Range(0,1))=1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Standard noambient
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _MainTex2;
        sampler2D _MainTex3;
        sampler2D _MainTex4;
        sampler2D _BumpMap;
        float _Metallic;
        float _Smoothness;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_MainTex2;
            float2 uv_MainTex3;
            float2 uv_MainTex4;
            float2 uv_BumpMap;
            float4 color:COLOR;
        };

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            fixed4 d = tex2D(_MainTex2, IN.uv_MainTex2);
            fixed4 e = tex2D(_MainTex3, IN.uv_MainTex3);
            fixed4 f = tex2D(_MainTex4, IN.uv_MainTex4);

            o.Albedo = lerp(c.rgb,d.rgb,IN.color.r);
            o.Albedo = lerp(o.Albedo, e.rgb, IN.color.g);
            o.Albedo = lerp(o.Albedo, f.rgb, IN.color.b);

            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
            o.Metallic = _Metallic;
            o.Smoothness = (IN.color.b * 0.5) * _Smoothness + 0.3;

            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}