½ºÆåŧ·¯ ¶óÀÌÆÿ¡ ´ëÇؼ ¾Ë¾Æº»´Ù. ³»Àå ¶óÀÌÆà ¸ðµ¨Àº Lambert(µðÇ»Áî ¶óÀÌÆÃ)°ú BlinnPhong(¹Ý»ç ¶óÀÌÆÃ)ÀÌ´Ù. 1. À¯´ÏƼ ³»Àå ºí¸° Æþ(BlinnPhong) ½ºÆåŧ·¯ ¶óÀÌÆÃShader "Custom/BlinnPhong"
{ Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTint ("Diffuse Tint", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (1,1,1,1) _SpecPower ("Specular Power", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; float _SpecPower; float4 _MainTint; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) * _MainTint; o.Specular = _SpecPower; o.Gloss = c.r; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } ÇÁ·ÎÆÛƼ¿¡ ¼±¾ðµÈ _SpecColor¸¦ º¯¼ö¿¡´Â Ãß°¡ÇÏÁö ¾Ê´Â´Ù. À¯´ÏƼ°¡ ³»Àå ½ºÆåŧ·¯ ¸ðµ¨À» À§ÇØ ÀÌ¹Ì ¸¸µé¾îµÐ º¯¼öÀÌ´Ù. Ä¿½ºÅÒÀ¸·Î ¶óÀÌÆà ¸ðµ¨À» ÀÛ¼ºÇÒ¶§´Â º¯¼ö¿¡ Ãß°¡ ÇØ¾ß ÇÑ´Ù. ºí¸° Æþ ¶óÀÌÆà ¸ðµ¨À» #pragma ¹®¿¡ Ãß°¡ ÇÑ´Ù. #pragma surface surf BlinnPhong À¯´ÏƼ ¶óÀÌÆà ¸ðµ¨Àº À¯´ÏƼ ¼³Ä¡ Æú´õ ¾Æ·¡ Data Æú´õ¿¡¼ UnityCG.cginc ÆÄÀÏ¿¡ ÀÖ´Ù. (Windows ÀÇ °æ¿ì, {unity install path}/Data/CGIncludes/Lighting.cginc, MacÀÇ °æ¿ì, /Applications/Unity/Unity.app/Contents/CGIncludes/Lighting.cginc) 2. Ä¿½ºÅÒ Æþ ½ºÆåŧ·¯ ¶óÀÌÆó»Àå ¶óÀÌÆà ÇÔ¼ö ´ë½Å ÀÚüÀûÀ¸·Î ¶óÀÌÆà ÇÔ¼ö¸¦ Á÷Á¢ ¸¸µé¾î º¸ÀÚ.À¯´ÏƼ¿¡¼ Á¦°øÇÏ´Â ¶óÀÌÆà ÇÔ¼ö´Â 3°¡Áö´Ù. 1. ºä ÀÇÁ¸ ¾Æ´Ô, Æ÷¿öµå ·»´õ¸µ Æнº half4 Lighting<Name> (SurfaceOutput s, half3 lightDir, half atten) 2. ºä ÀÇÁ¸, Æ÷¿öµå ·»´õ¸µ Æнº half4 Lighting<Name> (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) 3. Áö¿¬ ¶óÀÌÆà Æнº half4 Lighting<Name>_PrePass (SurfaceOutput s, half4 light) ¿©±â¼´Â ½ºÆåŧ·¯¸¦ »ç¿ëÇϹǷΠºä ÀÇÁ¸, Æ÷¿öµå ·»´õ¸µ Æнº¸¦ »ç¿ëÇÑ´Ù. ÇÔ¼ö¸¦ ´ÙÀ½°ú °°ÀÌ ÀÛ¼ºÇÑ´Ù. #pragma surface surf Phong ..... fixed4 LightingPhong (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) Shader "Custom/Phong" { Properties { _MainTint ("Diffuse Tint", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _SpecularColor ("Specular Color", Color) = (1,1,1,1) _SpecPower ("Specular Power", Range(0.1,30)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Phong float4 _SpecularColor; sampler2D _MainTex; float4 _MainTint; float _SpecPower; inline fixed4 LightingPhong (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) { //Calculate diffuse and the reflection vector float diff = dot(s.Normal, lightDir); float3 reflectionVector = normalize((2.0 * s.Normal * diff) - lightDir); //Calculate the Phong specular float spec = pow(max(0,dot(reflectionVector, viewDir)), _SpecPower); float3 finalSpec = _SpecularColor.rgb * spec; fixed4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff) + (_LightColor0.rgb * finalSpec); c.a = 1.0; return c; } struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) * _MainTint; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } LightingPhong (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)¿¡¼ À¯´ÏƼ´Â lightDir, viewDir ¹æÇâÀÌ ¹Ý´ëÀÌ´Ù. ¶óÀÌÆ® ÇÔ¼ö·Î ³Ñ¾î ¿Ã¶§ ¶óÀÌÆ®¿Í Ä«¸Þ¶ó¸¦ ÇâÇÏ°í ÀÖ´Ù´Â °ÍÀ» ¸í½ÉÇØ¾ß ÇÑ´Ù. lightDirÀº ¿ÀºêÁ§Æ®¸¦ ¼Ò½º ¶óÀÌÆ®¸¦ ¸ñÀûÁö·Î ÇâÇÏ º¤ÅÍ viewDirÀº ¿ÀºêÁ§Æ®¸¦ ¼Ò½º Ä«¸Þ¶ó¸¦ ¸ñÀûÁö·Î ÇÏ´Â º¤ÅÍÀÌ´Ù. À¯´ÏƼ¿¡¼´Â ¾Æ·¡ ±×¸²°ú °°ÀÌ ¶óÀÌÆ®ÀÇ ¹æÇâÀº ¶óÀÌÆ®¸¦ ÇâÇÑ´Ù. ¶óÀÌÆ®ÀÇ ¹æÇâÀÌ ¶óÀÌÆ®¸¦ ÇâÇÒ¶§ÀÇ ¹Ý»ç º¤ÅͽÄÀº ´ÙÀ½°ú °°´Ù. ÀϹÝÀûÀ¸·Î ¶óÀÌÆ®ÀÇ ¹æÇâÀº ¿ÀºêÁ§Æ®¸¦ ÇâÇÑ´Ù. ¹Ý»ç º¤ÅͽÄÀº ´ÙÀ½°ú °°´Ù. ½ºÆåŧ·¯ ¶óÀÌÆÃÀ» ±¸ÇÏ´Â ½ÄÀº ´ÙÀ½°ú °°´Ù. float spec = pow(max(0,dot(R, V)), shininess); ÂüÁ¶) https://docs.unity3d.com/kr/current/Manual/SL-SurfaceShaderLighting.html À¯´ÏƼ Shader¿Í EffectÁ¦ÀÛ 99ÆäÀÌÁö (¿¡ÀÌÄÜ ÃâÆÇ»ç) http://mgun.tistory.com/1337 UnityCG.cgin¿¡¼ ÇïÆÛ ÇÔ¼ö ObjSpaceViewDir, ObjSpaceLightDir ¼³¸í http://docs.unity3d.com/kr/current/Manual/SL-BuiltinIncludes.html UnityCG.cginc ¼Ò½º http://www.flyingcargame.com/Ouya/Alpha2Shadows/UnityCG.cginc |