Unity/복습
Unity Shader 21.05.15. Diffuse Warping
HappyFrog
2021. 5. 15. 00:53
Shader "Custom/Warp"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex("RampTexture", 2D) = "white" {}
_BumpTex("BumpTexture", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf _Warp noambient
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _BumpTex;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
o.Normal = UnpackNormal(tex2D(_BumpTex, IN.uv_BumpTex));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 Lighting_Warp(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float ndotl = saturate(dot(s.Normal, lightDir))*0.5 + 0.5;
float4 ramp = tex2D(_RampTex, float2(ndotl, 0.5));
float4 final;
final.rgb = ramp.rgb * s.Albedo;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}

아직 반사광은 표현되지 않은 모습이다. 빛효과는 하프램버트를 이용했다.
여기서 halfVector를 사용하여 spec을 구하고 이를 ramp텍스쳐의 v좌표에 대입시킨다면 어떨까.
Shader "Custom/Warp"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex("RampTexture", 2D) = "white" {}
_BumpTex("BumpTexture", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf _Warp noambient
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _BumpTex;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
o.Normal = UnpackNormal(tex2D(_BumpTex, IN.uv_BumpTex));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 Lighting_Warp(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float ndotl = saturate(dot(s.Normal, lightDir)) * 0.5 + 0.5;
float3 hVec = normalize(lightDir + viewDir);
float spec = dot(hVec, s.Normal);
float4 ramp = tex2D(_RampTex, float2(ndotl, spec));
float4 final;
final.rgb = ramp.rgb * s.Albedo;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}

이렇게 반사광이 적절하게 생긴다.