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
47027 일반 몬월하다 3주만에 복귀함 3 부랄 58.228 2018-09-02 1
47026 일반 현탐온다 9 치요키 2018-09-02 0
47025 일반 오늘도굿나잇 3 꿀뚤 2018-09-02 0
47024 일반 내일 창문 닫고 나가라 비온다고 한다 미사링 2018-09-02 0
47023 일반 재미있는 맵 추천받음 3 ㅇㅇㅇ 223.39 2018-09-02 0
47021 일반 양반미코랑 돌쇠미코 만들고싶다 ㅇㅇ 121.139 2018-09-02 0
47020 일반 아 20분 자려했는데 5시간 자버림 5 아리수챤 2018-09-02 0
47019 일반 H방에서 기다리고 있어요 3 ㅇㅇ 58.120 2018-09-02 0
47017 일반 소매가 거슬려서 소매를 없앴더니 6 ㅇㅇ 27.35 2018-09-02 0
47016 일반 완료된 커미션 #1 12 란찌코찌 2018-09-02 13
47015 일반 미코 기본아바타 있는 월드 없어? 1 린코 2018-09-02 0
47014 일반 차렷충 ㅈㄴ탈출하고싶은데 다이소vr에 립모션 사는거 ㅆㄱㄴ? 3 ㅁㅁ 2018-09-02 0
47013 일반 스마트폰으로 vr챗 할 방법 없나 1 ㅇㅇ 39.112 2018-09-02 0
47012 일반 바이브는 usb단자가 얼마나 필요함? 2 dd 211.109 2018-09-02 0
47010 일반 와 일본애들은 확실히 진짜 뭔가 아바타를 잘 만지나봐.. 3 ㅇㅇ 218.51 2018-09-02 0
47009 일반 의수나 sf형 모델 같은건 어디서 찾음?? 검은스타킹 2018-09-02 0
47008 일반 라무네 이쁘다 ㄹㅇ 1 ㅇㅇ 116.46 2018-09-02 0
47007 일반 던전 그거 vr기계 필수인가요? 5 DinGa 2018-09-02 0
47006 일반 이 맵에서 나오는 브금 제목 아시는분??? 3학년1반이하린 2018-09-02 0
47005 일반 라무네 귀엽다 4 ㅇㅇ 58.234 2018-09-02 0
47004 일반 아바타 커미션 어디에?! 1 카인 122.40 2018-09-02 0
47003 일반 케이온 아바타 있는 월드 아시는 분? 2 DinGa 2018-09-02 0
47002 일반 booth 같은데서 배포하는 파티클 적용하는 법 아시는 분..? 2 Amiya 2018-09-02 0
47001 일반 저댄에서 바텐더 하는데 흉기들고 찌르는애들 개무서움 1 합체로보 2018-09-02 0
47000 일반 콜라이더끼리 부딪히게하면 치마 안뚫릴꺼 같은데 방법 아시나요? 3 무능이 2018-09-02 0
46999 일반 아바타에 리본대신 레이스목걸이 넣으면 이상할가여? 3 ㅇㅇ 180.150 2018-09-02 0
46998 일반 나도 던전 가고싶다 14 미사링 2018-09-02 0
46996 일반 아바타 파일크기 어떻게 줄이나요? 3 ㅇㅇ 115.137 2018-09-02 0
46995 일반 던전 클리어 한 애들 대단하네 1 ㅇㅇ 59.31 2018-09-02 1
46993 일반 블로닉스던전 진엔딩 완 9 그만하자 2018-09-02 14
46992 일반 자꾸 팔이 안펴져... 1 ㅇㅇ 211.114 2018-09-02 0
46991 일반 아바타 업로드 한거 지울 수도 있어? 3 ㅁㅁ 124.49 2018-09-02 0
46990 일반 유니티에 fbx불러오는 걸로 질문했었는데요. 블렌더 고수분들 살려주세요. 9 개초보 211.177 2018-09-02 1
46989 일반 현실이 vr 낀거같음 1 ㅇㅇ 59.152 2018-09-02 0
46988 일반 라무네 압타 어디서사? 2 사요 2018-09-02 0
46987 일반 낼 체조때 뚜까맞을듯 1 하피핏 2018-09-02 0
46986 일반 아바타 중에 이런것도 있음? 바텐더 2018-09-02 0
46985 일반 던전 공략파 2팀 막바지 경쟁중 2 ㅇㅇ 203.229 2018-09-02 0
46984 일반 알몸후타 아바타 본뒤로 친구가 아바타바꿀때마다 기대됨 6 사요 2018-09-02 0
46983 일반 그 강좌에 오드아이만드는법 ㅇㅇ 61.83 2018-09-02 0
념글 삭제글 갤러리 랭킹