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Shader EXAM.
- 1. Codex Shader들( CG이용 )
• Lambert ( Diffuse + Ambient )
• Rim ( Lambert + Rim )
• Rim_Bump ( Lambert + Bump + Rim )
• Blinn ( Diffuse + Ambient + Specular + Rim )
• Blinn_Bump ( Blinn + Bump )
• Skin ( Blinn_Bump + Skin컬러 )
- 4. CG 쉐이더 코드
• Shader "_Game/Blinn_Bump"
• { • SubShader
• Properties • {
• {
• _MainTex( "Diffuse(RGB) MaskSpec(A)", 2D ) = "white" {}
• Tags { "Queue" = "Geometry" "LightMode" = "ForwardBase" }
• Lighting On
• _Ambient( "Ambient Color", Color ) = (0,0,0,0)
• Pass
• _RimColor( "Rim Color", Color ) = (0.26,0.19,0.16,0.0)
• {
• _RimPower( "Rim Power", Range( 1, 10.0 ) ) = 3.0
• _Glossiness( "Glossness", Range( 0, 128 ) ) = 64 • CGPROGRAM
• _Shininess( "Shineness", Range( 0.5, 10.0 ) ) = 1.0 – #pragma vertex Vert
• _NonLightGloss( "NonLightGloss", Range( 0, 1.0 ) ) = 1.0 – #pragma fragment Frag
• _BumpMap( "Normal(RGB) Translucent(A)", 2D ) = "bump" {}
• _BumpWeakening( "Weakness of Bump", Range( 0, 1 ) ) = 0 – #define BLINN_BUMP_SHADER
– #include "GameHeader.cginc"
• }
– #include "GameSurface.cginc"
– #define SURFACE_COLOR BLINN_SURFACE_COLOR
– #include "GameShader.cginc"
• ENDCG
확장자 cginc 파일을 만들 • }
고, 이를 include하여 다음과 같 •
•
}
}
이 간단하게 cg쉐이더를 작성
할 수 있다.