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셰이더: 줄무늬 홀로그램
101won
2024. 9. 4. 22:44
> input구조체
https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
Unity - Manual: Writing Surface Shaders
Surface Shaders and rendering paths Writing Surface Shaders In the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. Mo
docs.unity3d.com
> frac: 소수점 부분의 0~0.999까지 반복
Shader "Custom/holo"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
// _Speed("Speed", Range(1.5)) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" ="Transparent"}
CGPROGRAM
#pragma surface surf Lambert alpha:fade
#pragma target 3.0
sampler2D _MainTex;
float4 _Color;
struct Input
{
float2 uv_MainTex;
float3 viewDir;
float3 worldPos;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = 0;
//프레넬 n dot v
float rim = saturate(dot(o.Normal, IN.viewDir));
float reverseRim = pow(1-rim,1);
// o.Emission = _Color.rgb;
o.Alpha = reverseRim;// * abs(sin(_Time.y* 10)); // 일정한 속도로 깜빡이기 // 시간 * 속도
o.Emission = pow(frac(IN.worldPos.g * 10 - _Time.y), 30); // 프랙을 시간에 따라 이동 시킴
// o.Alpha = reverseRim;
}
ENDCG
}
FallBack "Diffuse"
}