Shader - Always Visible - [Tutorial][C#]
Graphics Programming 2019. 4. 25. 22:50https://www.youtube.com/watch?v=EthjeNeNTsM
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Shader "smilejsu/AlwaysVisible"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Always Visible Color", Color) = (0,0,0,0)
}
SubShader
{
Tags { "Queue"="Transparent" }
LOD 100
Pass
{
Cull Off
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
float4 _Color;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
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Cull , ZWrite, ZTest
https://docs.unity3d.com/kr/current/Manual/SL-CullAndDepth.html
알파소팅
https://www.slideshare.net/jpcorp/5-10351002
https://docs.microsoft.com/ko-kr/windows/desktop/direct3dhlsl/dx-graphics-hlsl-semantics
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