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알파 블랜딩 (2pass), Holo
일등하이
2023. 12. 13. 17:38
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테스트
Shader "Custom/Alpha2Pass"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
zwrite on
ColorMask 0
CGPROGRAM
#pragma surface surf nolight noambient noforwardadd nolightmap novertexlights noshadow
#pragma target 3.0
struct Input
{
float4 color:COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
}
float4 Lightingnolight(SurfaceOutput s, float3 lightDir, float atten){
return float4(0, 0, 0, 0);
}
ENDCG
// 2nd pass zwrite off, rendering on
zwrite off
CGPROGRAM
#pragma surface surf Lambert alpha:fade
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = 0.5;
}
ENDCG
}
FallBack "Diffuse"
}
Rim
Shader "Custom/Rim" {
Properties {
_Color ("Color", Color) = (0,0,0,0)
_RimPower ("Rim Power", Range(0,5)) = 0
_RimColor ("Rim Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
LOD 200
Cull Back
CGPROGRAM
#pragma surface surf Standard alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 viewDir;
float3 worldPos;
};
float _RimPower;
fixed4 _RimColor;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color;
float dotP = 1 - saturate(dot( normalize(IN.viewDir), normalize(o.Normal)));
o.Emission = pow(dotP, _RimPower) * _RimColor;
o.Alpha = pow(dotP, _RimPower) + _Color.a;
}
ENDCG
}
FallBack "Diffuse"
}
Holo
Shader "Custom/Holo2"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
//https://docs.unity3d.com/kr/530/Manual/SL-Pass.html
Pass{
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert noambient alpha:fade
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;//c.rgb;
float ndotv = saturate(dot(o.Normal, IN.viewDir));
o.Emission = _Color.rgb;
float rim = pow(1 - ndotv, 3) + pow(frac(IN.worldPos.g * 10 - _Time.y * 2), 3);// float3(0,1,0); 1.1 -> 0.1, 1.9->0.9 0 ~ 0.9
o.Alpha = rim;
}
ENDCG
}
FallBack "Diffuse"
}
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