자라고싶다
[HLSL] Diffuse Wrap + Shadow Ramp 본문
RampTexture의 Wrap Mode 는 Clamp 로 설정.
Shader "Example/DiffuseWrap"
{
Properties
{
_TintColor("TintColor", Color) = (1,1,1,1)
_RampTexture("RampTexture", 2D) = "white"{}
_RampThreshold("RampThreshold", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 normal : NORMAL;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
float4 shadowcoord : TEXCOORD3;
};
half4 _TintColor;
half _RampThreshold;
TEXTURE2D(_RampTexture);
SAMPLER(sampler_RampTexture);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.normal = IN.normal;
OUT.normalWS = TransformObjectToWorldNormal(IN.normal);
OUT.positionWS = TransformObjectToWorld(IN.positionOS);
OUT.shadowcoord = TransformWorldToShadowCoord(OUT.positionWS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 color = _TintColor;
Light light = GetMainLight(IN.shadowcoord);
float3 L = light.direction;
float3 N = IN.normalWS;
float NDL = (dot(N, L) + _RampThreshold) / (1 + _RampThreshold); //Wrap Diffuse Term
float3 Ramp = SAMPLE_TEXTURE2D(_RampTexture, sampler_RampTexture, float2(NDL,0.5));
half3 diffuse = color.rgb * Ramp;
return half4(diffuse.rgb,1);
}
ENDHLSL
}
}
}
참고자료
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