VRChat 마이너 갤러리 저장소

제 목
일반 유니티 스탠다드 양면 쉐이더
글쓴이
으ㅡ음
추천
2
댓글
1
원본 글 주소
https://gall.dcinside.com/vr/43955
  • 2018-08-23 07:27:02
							

아래 코드 복사해서 사용 하면댐 에셋스토어에 있는 더블 쉐이더 같은건 메탈릭값이랑 여러가지 없었어서 갠적으로 못쓰겠드라


// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)


Shader "Standard 2-Sided"

{

Properties

{

_Color("Color", Color) = (1,1,1,1)

_MainTex("Albedo", 2D) = "white" {}

_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5


_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5

_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0

[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0


[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0

_MetallicGlossMap("Metallic", 2D) = "white" {}


[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0

[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0


_BumpScale("Scale", Float) = 1.0

_BumpMap("Normal Map", 2D) = "bump" {}


_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02

_ParallaxMap ("Height Map", 2D) = "black" {}


_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0

_OcclusionMap("Occlusion", 2D) = "white" {}


_EmissionColor("Color", Color) = (0,0,0)

_EmissionMap("Emission", 2D) = "white" {}

_DetailMask("Detail Mask", 2D) = "white" {}


_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}

_DetailNormalMapScale("Scale", Float) = 1.0

_DetailNormalMap("Normal Map", 2D) = "bump" {}


[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0



// Blending state

[HideInInspector] _Mode ("__mode", Float) = 0.0

[HideInInspector] _SrcBlend ("__src", Float) = 1.0

[HideInInspector] _DstBlend ("__dst", Float) = 0.0

[HideInInspector] _ZWrite ("__zw", Float) = 1.0

}


CGINCLUDE

#define UNITY_SETUP_BRDF_INPUT MetallicSetup

ENDCG


SubShader

{

Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }

LOD 300


// ------------------------------------------------------------------

//  Base forward pass (directional light, emission, lightmaps, ...)

Pass

{

Name "FORWARD" 

Tags { "LightMode" = "ForwardBase" }


Blend [_SrcBlend] [_DstBlend]

ZWrite [_ZWrite]

Cull Off


CGPROGRAM

#pragma target 3.0


// -------------------------------------


#pragma shader_feature _NORMALMAP

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _EMISSION

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature ___ _DETAIL_MULX2

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF

#pragma shader_feature _PARALLAXMAP


#pragma multi_compile_fwdbase

#pragma multi_compile_fog

#pragma multi_compile_instancing


#pragma vertex vertBase

#pragma fragment fragBase

#include "UnityStandardCoreForward.cginc"


ENDCG

}

// ------------------------------------------------------------------

//  Additive forward pass (one light per pass)

Pass

{

Name "FORWARD_DELTA"

Tags { "LightMode" = "ForwardAdd" }

Blend [_SrcBlend] One

Fog { Color (0,0,0,0) } // in additive pass fog should be black

ZWrite Off

ZTest LEqual

Cull Off


CGPROGRAM

#pragma target 3.0


// -------------------------------------



#pragma shader_feature _NORMALMAP

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

#pragma shader_feature ___ _DETAIL_MULX2

#pragma shader_feature _PARALLAXMAP


#pragma multi_compile_fwdadd_fullshadows

#pragma multi_compile_fog


#pragma vertex vertAdd

#pragma fragment fragAdd

#include "UnityStandardCoreForward.cginc"


ENDCG

}

// ------------------------------------------------------------------

//  Shadow rendering pass

Pass {

Name "ShadowCaster"

Tags { "LightMode" = "ShadowCaster" }


ZWrite On ZTest LEqual


CGPROGRAM

#pragma target 3.0


// -------------------------------------



#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature _PARALLAXMAP

#pragma multi_compile_shadowcaster

#pragma multi_compile_instancing


#pragma vertex vertShadowCaster

#pragma fragment fragShadowCaster


#include "UnityStandardShadow.cginc"


ENDCG

}

// ------------------------------------------------------------------

//  Deferred pass

Pass

{

Name "DEFERRED"

Tags { "LightMode" = "Deferred" }


CGPROGRAM

#pragma target 3.0

#pragma exclude_renderers nomrt



// -------------------------------------


#pragma shader_feature _NORMALMAP

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _EMISSION

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

#pragma shader_feature ___ _DETAIL_MULX2

#pragma shader_feature _PARALLAXMAP


#pragma multi_compile_prepassfinal

#pragma multi_compile_instancing


#pragma vertex vertDeferred

#pragma fragment fragDeferred


#include "UnityStandardCore.cginc"


ENDCG

}


// ------------------------------------------------------------------

// Extracts information for lightmapping, GI (emission, albedo, ...)

// This pass it not used during regular rendering.

Pass

{

Name "META" 

Tags { "LightMode"="Meta" }


Cull Off


CGPROGRAM

#pragma vertex vert_meta

#pragma fragment frag_meta


#pragma shader_feature _EMISSION

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature ___ _DETAIL_MULX2

#pragma shader_feature EDITOR_VISUALIZATION


#include "UnityStandardMeta.cginc"

ENDCG

}

}


SubShader

{

Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }

LOD 150


// ------------------------------------------------------------------

//  Base forward pass (directional light, emission, lightmaps, ...)

Pass

{

Name "FORWARD" 

Tags { "LightMode" = "ForwardBase" }


Blend [_SrcBlend] [_DstBlend]

ZWrite [_ZWrite]

Cull Off


CGPROGRAM

#pragma target 2.0

#pragma shader_feature _NORMALMAP

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _EMISSION 

#pragma shader_feature _METALLICGLOSSMAP 

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF

// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2

// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP


#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED


#pragma multi_compile_fwdbase

#pragma multi_compile_fog


#pragma vertex vertBase

#pragma fragment fragBase

#include "UnityStandardCoreForward.cginc"


ENDCG

}

// ------------------------------------------------------------------

//  Additive forward pass (one light per pass)

Pass

{

Name "FORWARD_DELTA"

Tags { "LightMode" = "ForwardAdd" }

Blend [_SrcBlend] One

Fog { Color (0,0,0,0) } // in additive pass fog should be black

ZWrite Off

ZTest LEqual

Cull Off

CGPROGRAM

#pragma target 2.0


#pragma shader_feature _NORMALMAP

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

#pragma shader_feature ___ _DETAIL_MULX2

// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

#pragma skip_variants SHADOWS_SOFT

#pragma multi_compile_fwdadd_fullshadows

#pragma multi_compile_fog

#pragma vertex vertAdd

#pragma fragment fragAdd

#include "UnityStandardCoreForward.cginc"


ENDCG

}

// ------------------------------------------------------------------

//  Shadow rendering pass

Pass {

Name "ShadowCaster"

Tags { "LightMode" = "ShadowCaster" }

ZWrite On ZTest LEqual


CGPROGRAM

#pragma target 2.0


#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

#pragma shader_feature _METALLICGLOSSMAP

#pragma skip_variants SHADOWS_SOFT

#pragma multi_compile_shadowcaster


#pragma vertex vertShadowCaster

#pragma fragment fragShadowCaster


#include "UnityStandardShadow.cginc"


ENDCG

}


// ------------------------------------------------------------------

// Extracts information for lightmapping, GI (emission, albedo, ...)

// This pass it not used during regular rendering.

Pass

{

Name "META" 

Tags { "LightMode"="Meta" }


Cull Off


CGPROGRAM

#pragma vertex vert_meta

#pragma fragment frag_meta


#pragma shader_feature _EMISSION

#pragma shader_feature _METALLICGLOSSMAP

#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

#pragma shader_feature ___ _DETAIL_MULX2

#pragma shader_feature EDITOR_VISUALIZATION


#include "UnityStandardMeta.cginc"

ENDCG

}

}



FallBack "VertexLit"

CustomEditor "StandardShaderGUI"

}


갓파 2018.08.23 13:20:55
번호 분류 제목 글쓴이 날짜 추천
45706 일반 오늘의 연병장 3 Lakenls 2018-08-28 0
45704 일반 늦었다 3 ㅇㅇ 2018-08-28 0
45703 일반 오늘 처음으로 점호 참가해봤음 5 OrAclE 2018-08-28 2
45702 일반 미코 파라다이스 완전 바꼇네 5 미사링 2018-08-28 0
45701 일반 브알챗 업뎃 하고 나서 이러고 다운되는경우 많음 NAME_HORANG 2018-08-28 0
45700 일반 금일 아침점호는 6:30 연병장 에서 있겠습니다 으ㅡ음 2018-08-28 0
45699 일반 우콘 표정중에 슬라임 마냥 눈 반짝이는거 있던데 2 애플티 2018-08-28 0
45696 일반 오큘러스 머리 연결선 얼마함??? q1 2018-08-28 0
45695 일반 vrc에도 은근여왕벌이있구나 3 ㅇㅇ 211.209 2018-08-28 0
45694 일반 자해하는 미친놈들이 월탱갤만 있는줄알았는데 ㅇㅇ 220.93 2018-08-28 1
45693 일반 담배꺼내는 모션 칼드는 모션 등 재밌는모션 어떻게 하나요? 2 aaaa 182.210 2018-08-28 0
45691 일반 MR컨트롤러만 팔면 살래? 7 ㅇㅇ 222.103 2018-08-28 0
45690 일반 영어모르니깐 너무어렵다 ㅇㅇ 221.141 2018-08-28 0
45688 일반 데스건 질렸다... 1 ㅇㅇ 218.209 2018-08-28 0
45687 일반 묵언으로 잘놀았따 1 대걸레 2018-08-28 1
45686 일반 모쿠리는 똥쟁이 2 ㅇㅇ 223.62 2018-08-28 2
45685 일반 와 갤질하다가 알람 다꺼놨던거 생각남 3 하벤하이드 2018-08-28 0
45684 일반 목소리변조 진짜 왜 하냐 5 2018-08-28 0
45683 일반 모쿠리 키우쉴? 하벤하이드 2018-08-28 0
45682 일반 실수로 본체에 애니메이션 넣어서 앉은포즈됬을때는 2 하벤하이드 2018-08-28 0
45681 일반 모두들 귀여운 3 magicatz 2018-08-28 3
45680 일반 꿀팁)애니메이션 만들다가 망가진 아바타 고치는 법 2 xx 183.96 2018-08-28 2
45678 일반 다짜고짜 짤 박혔다 6 꼬마키` 2018-08-28 0
45677 일반 애니매이션 편집하다 실수했는데 어케 고침? 2 ㅇㅇ 183.99 2018-08-28 0
45676 일반 [움짤주의]어제의 저스트 댄스 3 엘에르엘 2018-08-28 0
45675 일반 진짜와 가짜의 춤은 다르구나 4 ㅇㅇ 2018-08-28 0
45674 일반 앜시벌진짜 조같아서 3 ㅇㅇ 39.7 2018-08-28 0
45673 일반 어제자 저댄한거영상올리려고했는데 닉네임 너무 대놓고 찍혔다. 2 엘에르엘 2018-08-28 0
45671 일반 혹시 지금 디씨 많이 아파? 4 엘에르엘 2018-08-28 0
45670 일반 캐릭터가 넘 잘생기게 되버렸다 reni 2018-08-28 0
45669 일반 MMD방은 좋은것 2 하피핏 2018-08-28 1
45666 일반 월드 늅늅이 질문 받아줘요 2 ㅇㅇ 59.151 2018-08-28 0
45665 일반 VRChat 아바타 바꾸러간 만화 14 ㅇㅇ 2018-08-28 30
45664 일반 이제 브알챗 들어가서 자야지 빠쓰 2018-08-28 0
45663 일반 으 기타 치는거 배워볼까 1 Red.Coco 2018-08-28 0
45662 일반 초면에 반말하는새끼 좆같지 않냐 12 ㅇㅇ 211.246 2018-08-28 3
45661 일반 퍼블릭 가면 해킹당한다는 거 다 구라다 2 ㅇㅇ 121.189 2018-08-28 1
45660 일반 라무네 다시만들어야하네... ㅇㅇ 61.83 2018-08-28 0
45658 일반 영어 까막눈 살려주라 1 카디아. 2018-08-28 0
45657 일반 색좀밝게 하려했더니 1 ㅇㅇ 61.83 2018-08-28 0
념글 삭제글 갤러리 랭킹