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
46745 일반 립모션 범위가 어느정도 되? 4 ㅇㅇ 110.12 2018-09-01 0
46744 일반 아바타 업로드 도움 3 dddd 175.223 2018-09-01 0
46743 일반 ㅋㅋㅋㅋㅋㅋㅋㅋ 이모트 4개로 8개기능 만드는거 성공했따 ㅋㅋㅋㅋㅋㅋㅋㅋ 5 검은연 2018-09-01 6
46742 일반 닉넴 변경 어케 함?? 1 한소희 2018-09-01 0
46741 일반 우콘뚜다 도움좀요 9 SenKaZe 2018-09-01 0
46740 일반 인터페이스 조작 이상해졌는데 이거 왜이럼? ㅇㅇ 223.52 2018-09-01 0
46739 일반 첫 뚜따 결과물 4 댕타 2018-09-01 0
46738 일반 컴덕 나나치 만들었다 5 ㅇㅇ 2018-09-01 4
46737 일반 바이브 이모트로 소품소환이냐 차렷처럼 강제 액션이냐 합체로보 2018-09-01 0
46736 일반 눈 좌우로 풀린 여캐아바타 머임??? 3 gnostalgic 2018-09-01 0
46735 일반 mmd방 넘나 좋은것 1 SenKaZe 2018-09-01 0
46734 일반 특정친구없으면 잘안들어가게되버림 1 사요 2018-09-01 0
46733 일반 아칸나와서 압도적인힘으로하면서 미코들 다 태워죽겨야해 5 합체로보 2018-09-01 1
46732 일반 다이소vr 립모션은 컴 교체할 돈이 없을때 쓰는것 ㅇㅇ 110.70 2018-09-01 0
46731 일반 나도 거울켜면 프레임 막 떨어지던데 1 린코 2018-09-01 0
46728 일반 토요일인데 친구들 한명도 접속 안했는데 4 린코 2018-09-01 1
46727 일반 vrchat계정 로그아웃하면 아바타는 왜 그대로있어? ㅇㅇ 58.239 2018-09-01 0
46726 일반 언리얼섹스가 뭐임 4 타나토스시스템 2018-09-01 2
46725 일반 양심고백) 닉 알려진 갤럼 다 블락함 2 ㅇㅇ 110.70 2018-09-01 0
46724 일반 가끔 거울키면 프레임 왜 떨어짐? 4 ㅁㅁ 110.70 2018-09-01 0
46723 일반 컴퓨터 성능 질문좀 8 ㅇㅇ 118.222 2018-09-01 0
46722 일반 특정 손모양 하기전까지 손에 총 들려있는건 어떻게 하는거? 7 아리수챤 2018-09-01 0
46721 일반 늒네 아바타 질문점 4 린코 2018-09-01 0
46720 일반 이모트 4개버튼 할당으로 16개 기능 할려다가 실패해서 포기할려했는데 5 검은연 2018-09-01 0
46719 일반 뉴비들은 빨리 줄서라 5 비드 1.249 2018-09-01 0
46718 일반 50달러 헤드셋 3 NAME_HORANG 2018-09-01 0
46717 일반 싼기기는없을까요? 10 ㅇㅇ 39.118 2018-09-01 0
46716 일반 어째서3시인거냐... 2 꿀뚤 2018-09-01 0
46715 일반 오우카 미코는 컨텐츠가 어떻게 되어있는거지; 린코 2018-09-01 0
46714 일반 처음으로 신문에 실렸다 4 초보자아 2018-09-01 0
46713 일반 춤추다가 뭐 빠지는거라면 질수없지 7 엘에르엘 2018-09-01 0
46712 일반 춤추다가 탄띠 빠졋다. 16 Gloryman 2018-09-01 14
46711 일반 댄스방 깡패 라무네들 조교 시켜놨다. 16 기무대띠 2018-09-01 20
46710 일반 오늘 시네마홈에서 축구봐야게ㅛ다 1 Shinbi 2018-09-01 0
46709 일반 컴퓨터 못고르겠어요 12 ㅇㅇ 61.83 2018-09-01 0
46708 일반 [스압,뻘글] 최근에 찍은 캐릭 셀카등. 스샷러들 조언 좀.. 5mb 4 Wolfs 2018-09-01 2
46707 일반 부랄챗에서 테브라 하면 풍기문란이다 아니다? 7 CelesT 2018-09-01 0
46706 일반 형들 나 웃대갔데 3 초보자아 2018-09-01 0
46705 일반 클럽 가고싶었는데 렉 심할거 같아서 못감 4 타나토스시스템 2018-09-01 0
46704 일반 오리지널 미코 넘 귀여운데..? 2 린코 2018-09-01 0
념글 삭제글 갤러리 랭킹