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
49951 일반 이맵은 뭘까 3 울테 2018-09-11 0
49950 일반 이거 소리가 반대방향서 들림;; 2 Somangya 2018-09-11 0
49948 일반 손에 든 오브젝트 고정하는거 2 Sancor 2018-09-11 0
49947 일반 설레는 자세 6 치요키 2018-09-11 8
49946 일반 오늘 저댄 조아따 2 미사링 2018-09-11 1
49945 일반 밑에 booth 모자 2 ㅇㅇ 121.151 2018-09-11 0
49944 일반 방 이렇게 생겼는데 뭔 브알 사야하니 31 ㅇㅇ 14.37 2018-09-11 0
49943 일반 던전 버그 1 ㅇㅇ 42.82 2018-09-11 0
49942 일반 풀트래킹 유저가 mmd 방에서 춤 따라추는거 보고 싶다 3 ㅇㅇ 14.37 2018-09-11 0
49939 일반 오늘도 떼껄룩단은 평화롭습니다 3 GUESSreki 2018-09-11 2
49938 일반 아바타 이모션할때 신체부위 사라지게 만들고싶은데 1 비드 1.249 2018-09-11 0
49937 일반 내 인생... 4 제네카린 2018-09-11 0
49936 일반 와 이클리너 개 잘닦이네?? 2 boogleboogle 2018-09-11 0
49935 일반 섹스 7 꼬마키` 2018-09-11 4
49934 일반 분명 친구창에선 온라인인데 같은방에선 ㅇㅇ 123.214 2018-09-11 0
49933 일반 엎드리기 자세 원래 이런 거임? 4 란찌코찌 2018-09-11 0
49932 일반 오늘도 처참히 망가져버린 라무네짱ㅠㅠ 4 츄르 2018-09-11 11
49930 일반 돈주면 사진 같은거 아바타로 바꿔주는 사람 아는분?? 3 3학년1반이하린 2018-09-11 0
49929 일반 와.. 말한마디 안하고도 이렇게 즐겁다니.. 3 ㅇㅇ 49.165 2018-09-11 0
49928 일반 h방 탐험하러왔는디 아무도 없넹 3 J 222.232 2018-09-11 0
49927 일반 Declimation 이렇게 되는데 해결방법 없나... 1 양파양파 2018-09-11 0
49926 일반 booth에 있던 모자인데 1 ㅇㅇ 121.151 2018-09-11 0
49925 일반 오늘의 저댄방 J 222.232 2018-09-11 0
49924 일반 저댄방에선 친구하자고 어떻게해..? 2 ㅇㅇ 49.165 2018-09-11 0
49923 일반 스팀계정으로 vr챗 하는데 계정 새로 만들어야함? 2 ㅇㅇ 223.62 2018-09-11 0
49922 일반 블렌더에서 옷갈아입힐때 ㅇㅇ 121.151 2018-09-11 0
49921 일반 혹시 아마존에 MR 가장 싸게 떴을때 가격이 얼마였는지 아는 사람 있음? 2 ㅇㅅㅇ 121.175 2018-09-11 0
49920 일반 흑흑 중고판매자가 어제5시이후로 연락이 끊겼다 7 적쥐 2018-09-11 0
49919 일반 벡스포 하루만에 엄청 커졌는데? JJY 2018-09-11 0
49918 일반 내 목소리가 좋다니 먼가 기분 이상해 ㅋㅋㅋ 4 3학년1반이하린 2018-09-11 1
49916 일반 안대 미코 1 Soran12 2018-09-11 0
49915 일반 프렌드 뮤트되는 버그도있나 울테 2018-09-11 0
49914 일반 H방에 친구가 놀고있을때 3 하피핏 2018-09-11 2
49913 일반 던전 맨 오른쪽방 말인데요 2 우리거북선통통 222.100 2018-09-11 0
49912 일반 내년에 이사가면 당장 MR던지고 바이브 살듯 3 ㅇㅅㅇ 121.175 2018-09-11 0
49911 일반 저댄방 같은곡만 나오는데 이거 어떻게고침? 4 mallin 2018-09-11 0
49910 일반 유니티 좀 도와줘 6 ㅋㅎ 220.126 2018-09-11 0
49909 일반 춤추러 갈까 후반전 볼까 미사링 2018-09-11 0
49906 일반 유니티에서 이거 개싫어 2 타나토스시스템 2018-09-11 0
49905 일반 ㅈ목이고 나발이고 난 지금 뚜따가 중요해. 3 500원딱풀 2018-09-11 0
념글 삭제글 갤러리 랭킹