¼ÎÀÌ´õ¿¡¼ ¹öÅؽº¸¦ À̵¿ ½ÃÄÑ º¸ÀÚ Shader "Custom/VertSinTest"
{ SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert vertex:vert struct Input { float4 color : COLOR; }; void vert (inout appdata_full v) { v.vertex.x += _SinTime.w * 10; } void surf (Input IN, inout SurfaceOutput o) { o.Albedo = 1; } ENDCG } Fallback "Diffuse" } ¼ÎÀÌ´õ ³»¿¡¼ ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ëÇÒ·Á¸é ´ÙÀ½ ÇÔ¼ö¸¦ »ç¿ëÇÑ´Ù. _Time( float4 ): Time (t/20, t, t*2, t*3) _SinTime( float4 ): Sine of time: (t/8, t/4, t/2, t) _CosTime( float4 ): Cosine of time: (t/8, t/4, t/2, t) Âü°í) http://docs.unity3d.com/462/Documentation/Manual/SL-BuiltinValues.html |