pudding81 2024. 2. 22. 12:16

 

 

 

 

Normal Map

 

Warping + Normal Map

Shader "Custom/NormalWarp2"
{
    Properties
    {
        
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _RampTex ("Ramp", 2D) = "white" {}
        _BumpMap("Normalmap",2D) ="bump"{}
       
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
       

        CGPROGRAM
  
        #pragma surface surf _Warp //커스텀라이트

   
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _RampTex;
        sampler2D _BumpMap;


        struct Input
        {
            float2 uv_MainTex;

        };

        void surf (Input IN, inout SurfaceOutput o)
        {
           
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            //노멀맵 
            fixed4 n =tex2D (_BumpMap,IN.uv_MainTex);            
              o.Normal =UnpackNormal(n);
            
            
            
            o.Albedo = c.rgb;          
            o.Alpha = c.a;
        }

        //커스텀라이트
          float4 Lighting_Warp(SurfaceOutput s,float3 lightDir,float atten)
        {
            //Lambert
            float ndotl =dot(s.Normal,lightDir); 
            // Warping 기법 
                float2 uv = float2(ndotl,0.5);
            float4 ramp = tex2D(_RampTex,uv); 

            float4 final;
            final.rgb=ramp.rgb*s.Albedo;
            final.a=s.Alpha;

            return final;
        }


        ENDCG
    }
    FallBack "Diffuse"
}

 

 

 

 

2pass 외곽선  + RampTex

 

Warping + Normal Map + 2pass OutLine

 

Shader "Custom/2PassWarp3"
{
    Properties
    {
        
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _RampTex ("Ramp", 2D) = "white" {}
        _BumpMap("Normalmap",2D) ="bump"{}
       
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
       
        //1pass
        Cull Front
        CGPROGRAM
  
        #pragma surface surf _Warp vertex:vert//vertex

   
        #pragma target 3.0

       

        struct Input
        {
             float4 color :COLOR;

        };

        void vert(inout appdata_full v)
        {
            v.vertex.xyz = v.vertex.xyz +v.normal.xyz*0.01; //line size
        }

        void surf (Input IN, inout SurfaceOutput o)
        {
           
        }
         //커스텀라이트
          float4 Lighting_Warp(SurfaceOutput s,float3 lightDir,float atten)
        {
          return float4(0,0,0,1); //line color    
        }



        ENDCG

        //2pass
        Cull Back
        CGPROGRAM
  
        #pragma surface surf _Warp //커스텀라이트

   
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _RampTex;
        sampler2D _BumpMap;


        struct Input
        {
            float2 uv_MainTex;

        };

        void surf (Input IN, inout SurfaceOutput o)
        {
           
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            //노멀맵 
            fixed4 n =tex2D (_BumpMap,IN.uv_MainTex);            
              o.Normal =UnpackNormal(n);
            
            
            
            o.Albedo = c.rgb;          
            o.Alpha = c.a;
        }

        //커스텀라이트
          float4 Lighting_Warp(SurfaceOutput s,float3 lightDir,float atten)
        {
            //Lambert
            float ndotl =dot(s.Normal,lightDir); 
           //음영을 여러단계로 
            ndotl *=5;
            ndotl =ceil(ndotl)/5;


            // Warping 기법 
            float2 uv = float2(ndotl,0.5);
            float4 ramp = tex2D(_RampTex,uv); 

            

            float4 final;
            final.rgb=ramp.rgb*s.Albedo;
            final.a=s.Alpha;

            return final;
        }


        ENDCG
    }
    FallBack "Diffuse"
}

 

 

Fresnel 외곽선 + RampTex 적용하기

 

Warping + Normal Map + Rim OutLine

 

 

Outline 추가됨

Shader "Custom/RimWarp4"
{
    Properties
    {
        
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _RampTex ("Ramp", 2D) = "white" {}
        _BumpMap("Normalmap",2D) ="bump"{}
        _Outline("Outline",Range(0,1))=0.1
       
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
       
          
        CGPROGRAM
  
        #pragma surface surf _Warp //커스텀라이트

   
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _RampTex;
        sampler2D _BumpMap;
        float _Outline;


        struct Input
        {
            float2 uv_MainTex;

        };

        void surf (Input IN, inout SurfaceOutput o)
        {
           
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            //노멀맵 
            fixed4 n =tex2D (_BumpMap,IN.uv_MainTex);            
              o.Normal =UnpackNormal(n);
            
            
            
            o.Albedo = c.rgb;          
            o.Alpha = c.a;
        }

        //커스텀라이트
          float4 Lighting_Warp(SurfaceOutput s,float3 lightDir,float3 viewDir, float atten)
        {
            //Lambert
            float ndotl =dot(s.Normal,lightDir); 
           
            // line Rim
           float rim = dot(s.Normal,viewDir); 
           if(rim>0.3) rim=1;
           else rim =-1;


            // Warping 기법 
            float2 uv = float2(ndotl,0.5);
            float4 ramp = tex2D(_RampTex,uv); 

            

            float4 final;
            final.rgb=ramp.rgb*s.Albedo*rim;
            final.a=s.Alpha;

            return final;
        }


        ENDCG
    }
    FallBack "Diffuse"
}

 

 

2pass 외곽선  + RampTex +Specular

Warping + Normal Map + 2pass OutLine + specular

 

Shader "Custom/Specular Warp5"
{
   Properties
    {
        
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _RampTex ("Ramp", 2D) = "white" {}
        _BumpMap("Normalmap",2D) ="bump"{}
       
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
       
        //1pass
        Cull Front
        CGPROGRAM
  
        #pragma surface surf _Warp vertex:vert//vertex

   
        #pragma target 3.0

       

        struct Input
        {
             float4 color :COLOR;

        };

        void vert(inout appdata_full v)
        {
            v.vertex.xyz = v.vertex.xyz +v.normal.xyz*0.01; //line size
        }

        void surf (Input IN, inout SurfaceOutput o)
        {
           
        }
         //커스텀라이트
          float4 Lighting_Warp(SurfaceOutput s,float3 lightDir,float atten)
        {
          return float4(0,0,0,1); //line color    
        }



        ENDCG

        //2pass
        Cull Back
        CGPROGRAM
  
        #pragma surface surf _Warp //커스텀라이트

   
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _RampTex;
        sampler2D _BumpMap;


        struct Input
        {
            float2 uv_MainTex;

        };

        void surf (Input IN, inout SurfaceOutput o)
        {
           
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            //노멀맵 
            fixed4 n =tex2D (_BumpMap,IN.uv_MainTex);            
              o.Normal =UnpackNormal(n);
            
            
            
            o.Albedo = c.rgb;          
            o.Alpha = c.a;
        }

        //커스텀라이트
          float4 Lighting_Warp(SurfaceOutput s,float3 lightDir,float3 viewDir, float atten)
        {
            //Lambert
            float ndotl =dot(s.Normal,lightDir); 
            //음영을 여러단계로 
            ndotl *=5;
            ndotl =ceil(ndotl)/5;

            //spec
            float3 h =normalize(lightDir+viewDir);
            float spec =saturate(dot(s.Normal,h));
            spec = pow(spec,150); //150제곱 



            // Warping 기법 
            float2 uv = float2(ndotl,0.5);
            float4 ramp = tex2D(_RampTex,uv); 

            

            float4 final;
            final.rgb=ramp.rgb*s.Albedo+spec;
            final.a=s.Alpha;

            return final;
        }


        ENDCG
    }
    FallBack "Diffuse"
}