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
52277 일반 이마트 신발 좋은데?! 4 VI덜말랑흑우VE 211.36 2018-09-19 0
52276 일반 바이브 수리보낸거 연락왔는데 7 fakedown 2018-09-19 0
52275 일반 아바타 질문있 ㅇㅅㅇㅋㅎ 2018-09-19 0
52274 일반 트래커 베이스 떳다 4 하벤하이드 2018-09-19 0
52273 일반 제발 도움좀 몸이랑 본이 합체가안됨 3 세카리 2018-09-19 0
52272 일반 유니티 아바타업로드 오류 OverNato 2018-09-19 0
52271 일반 진짜 vr끼고 자는데 3 ㅇㅇ 211.36 2018-09-19 0
52268 일반 머리위에 조그마한 미코 올려놓으려면 6 ㅇㅇ 220.83 2018-09-19 0
52267 일반 디ㅆl 부끄러워 ㅇㅇ 175.223 2018-09-19 0
52266 일반 본은 움직있는데 머리가 따라 안움직임 3 세카리 2018-09-19 0
52265 일반 디시가 부끄럽냐? 유니티가 부끄럽냐?? 1 티나은챙 2018-09-19 0
52264 일반 베이스 와서 셋팅중인데 45 하벤하이드 2018-09-19 0
52263 일반 이런 교실 월드 만드는건 어떰? 8 Gloryman 2018-09-19 0
52262 일반 I5 2500k 빌런이 라이젠 2600으로 바꿨는데... Mr유저 110.70 2018-09-19 0
52261 일반 씹튜버들 왜 즈그들이 말하는 영상은 안 찍어 올리냐? ㅇㅇㅋ 117.111 2018-09-19 2
52260 일반 퇴근하진마진 누웟는데 왤케 일어나기싫지 2 댕타 2018-09-19 0
52259 일반 풀트래킹 적응하고 H방가서 누워있는데.. 1 ㅇㅇ 59.12 2018-09-19 0
52258 일반 최근에 퍼블릭신사가는 일본인친구가 늘었음 JJY 2018-09-19 0
52257 일반 이모트에 afk 아바타 넣으려는데 성능에 얼마나 영향을 줄까 5 dd 121.144 2018-09-19 0
52255 일반 웨딩드레스 아바타 어느 월드가면 있는지 아시는분 계신가요 ? 4 왜구루냥 175.116 2018-09-19 0
52254 일반 요런식으로 머리가 안돌아가는건 무슨 문제인가요? 4 ㅇㅇ 1.245 2018-09-19 0
52252 일반 [스트리머 언급죄]빅 스트리머가 VRCHAT 방송했었네... 5 ㅇㅇ 39.7 2018-09-19 0
52251 일반 횐님덜 이 오락을 하려고 오큘러스 리프트를 삿읍니다 7 cleasky 211.36 2018-09-19 0
52250 일반 신사 몇번 출석하니까 왜 거르는지 알겠더라 2 ㅇㅇ 121.163 2018-09-19 0
52249 일반 모바일에서 디시콘 구매안됨 4 유티 2018-09-19 0
52248 일반 아까 노트북으로 실행하면 이래됨 5 츄르 2018-09-19 0
52247 일반 아바타 나왜 투명하냐;; 4 늅이 49.164 2018-09-19 0
52246 일반 바이브는 센서 무선연결임? 6 레모네이드 2018-09-19 0
52245 일반 교류회좋네 2 타나토스시스템 2018-09-19 0
52244 일반 팬티 없어서 제작함 2 JinSilly 2018-09-19 0
52243 일반 vrc 때문에 디씨 가입함 6 유티 2018-09-19 0
52242 일반 타이밍 개쩌는거보소 3 하벤하이드 2018-09-19 0
52241 일반 저댄 노래질문점 3 츄르 2018-09-19 1
52240 일반 신사에 병신많은거 알면서 3 ㅇㅇ 175.223 2018-09-19 5
52239 일반 오늘 저녁 9시에 뱅할사람 모집하는거십니다 11 아라이 183.103 2018-09-19 0
52238 일반 갓수한테는 이곡 추천 NAME_HORANG 2018-09-19 0
52237 일반 꼭 신사충들이 팬티 보려고 난리임 7 비드 118.40 2018-09-19 4
52236 일반 신사에서 본 놈 잊혀지지가 않네 1 ㅇㅇ 180.69 2018-09-19 2
52234 일반 않이 왜 글 수정이 안되냐 4 MANKALO 2018-09-19 0
52230 일반 mr 시 준비물 4 ㅇㅇ 175.223 2018-09-19 0
념글 삭제글 갤러리 랭킹