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[5.6] Light 연산 연습 본문

Unity/Shader

[5.6] Light 연산 연습

ljw4104 2021. 5. 6. 13:06

결과 값 (Half-Lambert 기법, Color: #FF1EE4)

Shader "Custom/Test"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _BumpTex ("Albedo (RGB)", 2D) = "bump" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Test noambient

        sampler2D _MainTex;
        sampler2D _BumpTex;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpTex;
        };

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

        float4 LightingTest(SurfaceOutput s, float3 lightDir, float atten)
        {
            //Lambert Light
            //float ndotl = saturate(dot(s.Normal, lightDir));
            //return ndotl; 

            //Half-Lambert
            float ndotl = dot(s.Normal, lightDir) * 0.5 + 0.5;
            float4 final;
            final.rgb = ndotl * s.Albedo * _LightColor0.rgb * atten;
            final.a = s.Alpha;
            return final;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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