게임개발/게임 그래픽 프로그래밍
Fake Specular 만들기
pudding81
2024. 2. 21. 12:23
Shader "Custom/BlinnPhong2"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SpecColor("SpecColor",Color)=(1,1,1,1)
_BumpMap("Normalmap",2D) ="bump"{}
_Gloss("Gloss",2D)="white" {}
_RimColor("RimColor",Color)=(1,1,1,1)
_FakeSpecColor("FakeSpecColor",Color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf _Phong noambient
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Gloss;
float4 _RimColor;
float4 _FakeSpecColor;
struct Input
{
float2 uv_MainTex;
float2 uv_Gloss;
};
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
half Gloss;
fixed Alpha;
float CustomData;
};
void surf (Input IN, inout SurfaceOutputCustom o)
{
float4 c = tex2D (_MainTex, IN.uv_MainTex);
// 노멀맵
fixed4 n =tex2D(_BumpMap,IN.uv_MainTex);
o.Normal =UnpackNormal(n);
float4 d = tex2D (_Gloss, IN.uv_Gloss);
o.Gloss = d.a;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 Lighting_Phong(SurfaceOutputCustom s, float3 lightDir, float3 viewDir,float atten)
{
//Lambert 라이트 diffuse N L
float3 diffuseColor;
float ndotl =saturate(dot(s.Normal,lightDir)); //0~1
diffuseColor = ndotl*s.Albedo*_LightColor0.rgb*atten;
// BlinnPhong 라이트 spec
float3 specColor;
float3 h = normalize(lightDir+viewDir); //하프 단위 벡터 구하기
float spec =saturate(dot(h,s.Normal));//스펙튤러 구하기/ 제일 밝음
specColor = pow(spec,100) * _SpecColor.rgb * s.Gloss;
// Rim 라이트
float3 rimColor;
float rim =abs(dot(viewDir,s.Normal));
//rimColor = pow(rim,6)*_RimColor;
float invertRim =1-rim; //반전
rimColor = pow(invertRim,6)*_RimColor; // 제곱으로 빛의 양 조절
//fake spec
float3 fakeSpecColor;
fakeSpecColor = pow(rim,50)*_FakeSpecColor*s.Gloss;
//final 적용
float4 final;
final.rgb= diffuseColor+specColor+rimColor+fakeSpecColor;//
final.a =s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}