게임개발/게임 그래픽 프로그래밍
커스텀 라이트 만들기
pudding81
2024. 2. 20. 11:40
Shader "Custom/CustomLambert"
{
Properties
{
_BumpMap("Normalmap",2D) ="bump"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf _MyLambert //noamient
#pragma target 3.0
sampler2D _BumpMap;
struct Input
{
float4 color:COLOR;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o)
{
//노멀맵
fixed4 n =tex2D (_BumpMap, IN.uv_BumpMap);
fixed3 normal =UnpackNormal(n);
o.Normal =normal;
o.Albedo =1;
}
float4 Lighting_MyLambert(SurfaceOutput s,float3 lightDir, float atten)
{
// return float4(1,0,0,1);
//조명벡터와 노멀벡터를 내적해라
float ndotl =dot(s.Normal,lightDir); //색을 의미 -1~1
//0~1을 반환
float4 final = saturate(ndotl);
return final;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "Custom/head2"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap("Normalmap",2D) ="bump"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed4 n =tex2D(_BumpMap,IN.uv_MainTex); // IN.uv_MainTex
fixed3 normal =UnpackNormal(n);
o.Normal =normal;
o.Albedo = c.rgb;
}
float4 Lighting_MyLambert(SurfaceOutput s, float3 lightDir, float atten)
{ // return float4(1,0,0,1);
float ndotl =dot(s.Normal,lightDir)*0.5+0.5; //색을 의미 -1~1
float powNdotl=pow(ndotl,3); //3제곱
//0~1을 반환
float4 final = saturate(powNdotl);
final.rgb=powNdotl*s.Albedo*_LightColor0.rgb*atten;
return final;
}
ENDCG
}
FallBack "Diffuse"
}