Reflection3 Refraction : 노이즈 굴절효과 Shader "Custom/Refraction" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } GrabPass{} //스크린 캡처 CGPROGRAM #pragma surface surf Lambert #pragma target 3.0 sampler2D _GrabTexture; sampler2D _MainTex; struct Input { float2 uv_MainTex; float4 screenPos; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (.. 2024. 2. 26. Cubemap Reflection 2 Shader "Custom/cube2" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _Cube("CubeMap",Cube)=""{} _BumpMap("Normalmap",2D) ="bump"{} _MaskMap("MaskMap",2D)="white"{} } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert #pragma target 3.0 sampler2D _MainTex; samplerCUBE _Cube; sampler2D _BumpMap; sampler2D _MaskMap; struct Input { float2 uv_MainTex; float3 .. 2024. 2. 23. Cubemap Reflection 반사영역 Window -> Rendering -> Lighting Shader "Custom/cube" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _Cube("CubeMap",Cube)=""{} _BumpMap("Normalmap",2D) ="bump"{} } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert #pragma target 3.0 sampler2D _MainTex; samplerCUBE _Cube; sampler2D _BumpMap; struct Input { float2 uv_MainTex; float3 worldRefl; INTERNAL_DA.. 2024. 2. 22. 이전 1 다음