Unity/UnityShader (11) 썸네일형 리스트형 [HLSL]DepthTexture Shader "Example/DepthTexture" { Properties { _TintColor1("TintColor1", Color) = (0,0.5,1,1) _TintColor2("TintColor2", Color) = (0,0.2,1,1) } 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.re.. [HLSL]MainLight Shader "Example/MainLight" { Properties { _TintColor("TintColor", Color) = (1,1,1,1) } 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" .. [HLSL]NormalTexture To WorldNormal Shader "Example/NormalTexture" { Properties { _NormalMap("NormalMap",2D) = "bump"{} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normal : NORMAL; float4 tange.. 이전 1 2 다음