티스토리 뷰
유니티에서 기본적으로 제공하는 sprite diffuse 셰이더는 sprite 뒷면의 빛 계산을 하지 않습니다. 밑의 셰이더는 앞 뒤 어느 각도에도 같은 빛을 받는 셰이더 입니다.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 | Shader "Custom/BackLightDiffuse" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _CutTex ("Cutout (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha CGPROGRAM #pragma surface surf PointLambert vertex:vert nofog keepalpha #pragma multi_compile _ PIXELSNAP_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA sampler2D _MainTex; fixed4 _Color; sampler2D _AlphaTex; sampler2D _CutTex; float _Cutoff; half4 LightingPointLambert(SurfaceOutput s, half3 lightDir, half atten) { half4 c; c.rgb = s.Albedo * _LightColor0.rgb * atten; c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; fixed4 color; }; void vert (inout appdata_full v, out Input o) { #if defined(PIXELSNAP_ON) v.vertex = UnityPixelSnap (v.vertex); #endif UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA color.a = tex2D (_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA return color; } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; float ca = tex2D(_CutTex, IN.uv_MainTex).a; o.Albedo = c.rgb * c.a; if (ca > _Cutoff) o.Alpha = c.a; else o.Alpha = 0; } ENDCG } Fallback "Transparent/VertexLit" } | cs |
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