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[사진 : 서브웨이 서퍼 플레이 스크린샷]



출처 : http://answers.unity3d.com/questions/288835/how-to-make-plane-look-curved.html

http://devkorea.co.kr/bbs/board.php?bo_table=m03_lecture&wr_id=3315&page=0&sca=&sfl=&stx=&sst=&sod=&spt=0&page=0&currentId=42


위의 사진처럼 땅이 평평하지 않고 휘어지는 듯한 효과를 연출하기 위함이다. 

땅 자체를 곡선으로 만들수도 있겠지만 

카메라가 보는 부분의 렌더링을 수정함으로써 효과를 낼 수 있다.



BendTheWorldShader.unitypackage


위의 파일은 예제 파일이며, 

https://dl.dropboxusercontent.com/u/7761356/UnityAnswers/Web/BendTheWorld/WebPlayer.html

웹에서도 실행을 해볼 수 있다.



적용 방법 : 


위의 예제파일이나, 웹에서 보듯이 shader프로그래밍을 하면 된다.

shader 파일을 생성한다.



shader 파일에 아래와 같이 코드를 입력한다.


접기


Shader "Custom/Curved" {

Properties {

_MainTex ("Base (RGB)"2D) = "white" {}

_QOffset ("Offset"Vector) = (0,0,0,0)

_Dist ("Distance"Float) = 100.0

}

SubShader {

Tags { "RenderType"="Opaque" }

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"


            sampler2D _MainTex;

float4 _QOffset;

float _Dist;

struct v2f {

    float4 pos : SV_POSITION;

    float4 uv : TEXCOORD0;

} ;

v2f vert (appdata_base v)

{

    v2f o;

    // The vertex position in view-space (camera space)

    float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);

    

    // Get distance from camera and scale it down with the global _Dist parameter

    float zOff = vPos.z/_Dist;

    // Add the offset with a quadratic curve to the vertex position

    vPos += _QOffset*zOff*zOff;

    

    o.pos = mul (UNITY_MATRIX_P, vPos);

    o.uv = mul( UNITY_MATRIX_TEXTURE0, v.texcoord );

    return o;

}


half4 frag (v2f i) : COLOR

{

    half4 col = tex2D(_MainTex, i.uv.xy);

    return col;

}

ENDCG

}

}

FallBack "Diffuse"

}






작성한 shader 파일을 texture의 shader로 적용한다.





그러면 카메라의 위치에서 멀리 있는 객체일수록 z축의 아래로 쳐져 있는 듯한 효과를 나타낼 수 있다. 




이제, 휘어지게 보여질 객체에 스크립트에서 처리해야 한다



mOffset =  new Vector2(0.0f,-1.8f)

        mModelsRenderer = mModel.GetComponentsInChildren<Renderer>();

mModelsMeshFilter = mModel.GetComponentsInChildren<MeshFilter>();

foreachRenderer render in mModelsRenderer )

render.material.SetVector("_QOffset", mOffset );

foreachMeshFilter meshfilter in mModelsMeshFilter )

meshfilter.mesh.bounds = new BoundsVector3.zero, Vector3.one * 3000 );



render.material.SetVector("_QOffset", mOffset )

 는 휘어지는 방향과 크기를 정하며


meshfilter.mesh.bounds = new BoundsVector3.zero, Vector3.one * 3000 );

는 mesh범위를 키워 카메라에서 멀리 있어도 휘어지는 효과 그대로 화면에 보이도록 함이다.




출처 : http://jenemia.tistory.com/258

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참조 : http://blueasa.tistory.com/1777

참조 : http://www.tasharen.com/forum/index.php?topic=10223.0

 

[파일]

Photoshop Overlay.zip
다운로드

 

 

이전에 포토샵의 Overlay와 비슷한 느낌의 Shader가 필요해서 찾아서 올려놨는데 NGUI 패널에서 클리핑이 안돼서

 

수정 및 추가해서 올려 놓음.

 

 

 

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  1. //Somehow achieves an effect similar to this:
  2. //#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
  3. Shader "Photoshop/Overlay"
  4. {
  5. Properties
  6. {
  7. _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
  8. }
  9. SubShader
  10. {
  11. Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
  12. ZWrite Off Lighting Off Cull Off Fog { Mode Off } Blend DstColor SrcColor
  13. LOD 110
  14. Pass
  15. {
  16. CGPROGRAM
  17. #pragma vertex vert_vct
  18. #pragma fragment frag_mult
  19. #pragma fragmentoption ARB_precision_hint_fastest
  20. #include "UnityCG.cginc"
  21. sampler2D _MainTex;
  22. float4 _MainTex_ST;
  23. struct vin_vct
  24. {
  25. float4 vertex : POSITION;
  26. float4 color : COLOR;
  27. float2 texcoord : TEXCOORD0;
  28. };
  29. struct v2f_vct
  30. {
  31. float4 vertex : POSITION;
  32. fixed4 color : COLOR;
  33. half2 texcoord : TEXCOORD0;
  34. };
  35. v2f_vct vert_vct(vin_vct v)
  36. {
  37. v2f_vct o;
  38. o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
  39. o.color = v.color;
  40. o.texcoord = v.texcoord;
  41. return o;
  42. }
  43. float4 frag_mult(v2f_vct i) : COLOR
  44. {
  45. float4 tex = tex2D(_MainTex, i.texcoord);
  46. float4 final;
  47. final.rgb = i.color.rgb * tex.rgb * 2;
  48. final.a = i.color.a * tex.a;
  49. return lerp(float4(0.5f,0.5f,0.5f,0.5f), final, final.a);
  50. }
  51. ENDCG
  52. }
  53. }
  54. }




출처 : http://answers.unity3d.com/questions/384550/shader-photoshop-overlay-effect.html

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[파일]


$NShader.zip



위 파일 설치하면 됨..



[참조]

Ok. Here's small update:
http://www.jostavo.net/NShader.rar (it's a new fork for 2013 by SilentSouls that uses embedded coloring, the one Nims mentioned before)

I've added support of .shader.compute.cginc (sorry just handling not native support, see attach)

*optional* - in VisualStudio go Tools > Extensions and Updates find NShader and uninstall it, reboot studio (it need to be restarted to remove files)
Make sure Visual Studio is closed

Who afraid to download my file, install one from jostavo.net and then create and add .reg:
For future updates:
{af99cc5c-2a8a-3547-b255-896525bc39d1} - is UUID for current build only!

To find one You needed - open NShader.pkgdef and look for:
Or after install go
There will be yours.
 

Attached Files:




[출처] http://forum.unity3d.com/threads/tutorial-how-to-use-nshader-with-unity-shaders.108995/

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NGUI의 이미지를 밝게(Additive) 만들 필요가 있어서 간단하게 아틀라스가 사용할 쉐이더의 블랜딩만 수정했다.

 

[파일]

Unlit - Transparent Colored Additive.shader
0.00MB

수정하고 보니 수정된 쉐이더(Unlit - Transparent Colored Additive)가 다른 곳은 정상적으로 적용되는 데, 스크롤뷰(Grid) 사용부분은 적용이 되지 않았다.

 

그래서 검색하다보니 아래와 같은 내용이 있다.(링크 : http://www.tasharen.com/forum/index.php?topic=5180.0 )

NGUI's clipping is done by choosing a different shader with a similar name. Look at the existing shaders, for exmaple:

Unlit - Transparent Colored < -- used if no clipping is needed
Unlit - Transparent Colored 1 <-- used if there is 1 panel clipping the content
Unlit - Transparent Colored 2 <-- used if there are 2 panels clipping the content
Unlit - Transparent Colored 3 <-- used if there are 3 panels clipping the content

When making custom shaders, you would need to follow the same naming convention. The easiest thing to do is to just make a copy of at least two shaders (the first two) and modify them to suit your needs. In case of additive blending, all you would do is change the blend line from:

Code: [Select]
Blend SrcAlpha OneMinusSrcAlpha

to:

Code: [Select]
Blend One One

Source: https://docs.unity3d.com/Documentation/Components/SL-Blend.html

 

 

이름은 같고 뒤에 숫자가 달린 얘들은 Hidden이라 메뉴에 보이지 않는데 왜 있는지 궁금했었는데..

위 설명을 보니 뒤 숫자는 Panel Clipping의 개수였다.

NGUI에서 Panel을 체크해서 자동으로 Hidden인 애들 중에서 패널개수에 맞는 쉐이더를 찾아 쓰고 있다.

 

결론적으로 Clipping을 하는 스크롤뷰는 패널로 보기 때문에 숫자가 달린 애들 중 하나(1인가?)를 쓰는 것 같다.

그래서 숫자달린 파일들도 다 만들어 줬다.

 

[파일]

Unlit - Transparent Colored Additive 1.shader
0.00MB
Unlit - Transparent Colored Additive 2.shader
0.00MB
Unlit - Transparent Colored Additive 3.shader
0.00MB
Unlit - Transparent Colored Additive (TextureClip).shader
0.00MB
Unlit - Transparent Colored Additive (Packed) (TextureClip).shader
0.00MB

 

[결론]

NGUI에 쉐이더 추가할 때는 패널을 감안해서 뒤에 숫자(1~3)달린 애들도 같은 이름으로 함께 만들어 주자.

 

 

 

 

[기타참조]

 

[Unlit - Additive Colored]

Unlit - Additive Colored.shader
다운로드

 

http://sourceforge.net/p/merkabaos/git/ci/dbd2a9bddaba5e4580f4a93dc279255accecf19c/tree/Assets/NGUI/Resources/Shaders/Unlit%20-%20Additive%20Colored.shader

 
 
[Unlit Transparent Vertex Colored Additive]

 

 

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Visual Studio 10 또는 12에서 Shader Syntax Highlighting하기


1. http://nshader.codeplex.com/ 에서 가서 nShader를 다운을 받고 플러그인 설치.


2. NShader.pkgdef 파일 메모장 또는 기타 에디터로 열기. (2012의 경우)

C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\Extensions\(NShader 폴더 : 컴퓨터마다 폴더명이 다르다. )


3. Unity3d .shader 확장자를 위해 "CodeBase"="$PackageFolder$\NShader.dll" 코드 아래에 다음을 추가한다.

[$RootKey$\Languages\File Extensions\.shader]

@="{4c554917-0eb7-3742-9f6b-f2f529fc6729}"

[$RootKey$\Languages\File Extensions\.cginc]

@="{4c554917-0eb7-3742-9f6b-f2f529fc6729}"


4. 레지스트리에서 아래 경로 삭제

- HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache 

- HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0_Config 



출처 : http://workspage.net/37

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Posted by blueasa
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Unity Shader 공부

Unity3D/Shader / 2014. 7. 16. 13:54

Link : Unity Shader 공부

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Shader Code

Unity3D/Shader / 2014. 7. 16. 10:21

출처 : http://wiki.unity3d.com/index.php/Shader_Code#Built-In


Shader Code

DISCLAIMER: This page is written by Unity users and is built around their knowledge. Some users may be more knowledgeable than others, so the information contained within may not be entirely complete or accurate.

Contents

 [hide

Structures

Unity's shaders use structures to pass information down the rendering pipeline.

Application to Vertex Shader Structure (appdata)

The first structure passes raw information about the geometry being rendered to the vertex shader. To create your own appdata structure, they must conform to the formatting and limitations outlined below. See the built-in appdata structures below for an example.

Format

 Structure:
 struct [Name]
 {
     [One or more Fields]
 };
 
 Field:
 [Type] [Name] : [Tag];

Acceptable Fields

The following fields can be written in the structure in any order.

Type(s)NameTagNotes
float4vertexPOSITIONThe position of the vertex in local space (model space)
float3normalNORMALThe normal of the vertex
float4texcoordTEXCOORD0The UV coordinate for that vertex. Mesh being rendered must have at least one texture coordinate. The third and fourth floats in the vector represent a 3rd UV dimension and a scale factor, and are rarely if ever used.
float4texcoord1TEXCOORD1A second set of UV coordinates for the vertex. (Only two are supported.) Always present, but often not used.
float4tangentTANGENTAll meshes have either calculated or imported tangents.
float4colorCOLORThe color value of this vertex specifically. Mesh must have colors defined, otherwise they default to <TODO>.

<TODO: Complete this list>

Built-In

Base structure, contains the least amount of data that most shaders will use.

 struct appdata_base
 {
     float4 vertex   : POSITION;  // The vertex position in model space.
     float3 normal   : NORMAL;    // The vertex normal in model space.
     float4 texcoord : TEXCOORD0; // The first UV coordinate.
 };

Tangents included - tangents are used to rotate the normals of normal maps when the normal maps are also rotated. Use this structure if you wish to intervene in their calculation process and manipulate them. If you do not want to manipulate tangents you may use the base structure instead since they will be calculated anyway. <TODO: Determine if the tangents need to be transformed if they are manipulated here, or if they can be left in model space.>

 struct appdata_tan
 {
     float4 vertex   : POSITION;  // The vertex position in model space.
     float3 normal   : NORMAL;    // The vertex normal in model space.
     float4 texcoord : TEXCOORD0; // The first UV coordinate.
     float4 tangent  : TANGENT;   // The tangent vector in model space (used for normal mapping).
 };

All the possible fields you can derive from a mesh about to be rendered are in this structure.

 struct appdata_full
 {
     float4 vertex    : POSITION;  // The vertex position in model space.
     float3 normal    : NORMAL;    // The vertex normal in model space.
     float4 texcoord  : TEXCOORD0; // The first UV coordinate.
     float4 texcoord1 : TEXCOORD1; // The second UV coordinate.
     float4 tangent   : TANGENT;   // The tangent vector in Model Space (used for normal mapping).
     float4 color     : COLOR;     // Per-vertex color
 };

Vertex Shader to Fragment Shader Structure (v2f)

The second structure contains information generated by the vertex shader which is passed to the fragment shader. The vertex shader calculates and returns these values on a per-vertex basis. An interpolator then then calculates these same values on a per-pixel basis when the connected polygons are rasterized. The interpolated values are then used by the fragment shader. To create your own v2f structure, they must conform to the formatting and limitations outlined below. See the built-in v2f structures below for an example.

Format

 Structure:
 struct [Name]
 {
     [One or more Fields]
 };
 
 Field:
 [Type] [Name] : [Tag];
 or
 [Type] [Name];

Acceptable Fields

The following fields can be written in the structure in any order.

Type(s)NameTagDescriptionNotes
float4posSV_POSITIONThe position of the vertex after being transformed into projection space.Structure must contain exactly one field tagged SV_POSITION.
float3NORMALThe normal of the vertex after being transformed into view space.Structure must contain exactly one field tagged with NORMAL if the subsequent surface or fragment shader uses normals. <TODO: Verify>
float4uvTEXCOORD0First texture coordinate, or UV.
float4TEXCOORD1Second texture coordinate, or UV.Currently only two UV coordinates are supported per vertex, but you may bypass this by defining custom fields which act as additional UV coordinates.
float4TANGENTTangents are used to correct normal maps when they are viewed from different angles. Normal maps have incorrect values when they are rotated without processing from tangents.
float4, fixed4diffCOLOR0Vertex color, interpolated across the triangle. This value could correspond to anything depending on how the fragment shader interprets it.
float4, fixed4specCOLOR1Vertex color, interpolated across the triangle. This value could correspond to anything depending on how the fragment shader interprets it.
AnyAnyUser-defined fields which can be assigned any value.Custom fields can have any type and any name, but may not have a tag. The upper limit on the number of custom fields is not known. <TODO: Research>

<TODO: Complete this list>

Built-In

This structure is designed specifically for implementing image effects. See also vert_img.

 struct v2f_img 
 {
    float4 pos : SV_POSITION;
    half2 uv   : TEXCOORD0;
 };
 struct v2f_vertex_lit 
 {
   float2 uv	: TEXCOORD0;
   fixed4 diff	: COLOR0;
   fixed4 spec	: COLOR1;
 };  

<TODO: Complete list.>

Surface/Fragment Shader to Lighting Shader Structure (SurfaceOutput)

The third and final structure contains pixel values returned by either a surface or fragment shader. They are read as input to a lighting shader (such as Lambert, BlinnPhong or a custom lighting model) which then returns a single RGBA color value.

Format

 Structure:
 struct [Name]
 {
     [One or more Fields]
 };
 
 Field:
 [Type] [Name];

Note that tags are not used in SurfaceOutput structures.

Acceptable Fields

The following fields can be written in the structure in any order.

Type(s)NameDescriptionNotes
float3, fixed3, half3AlbedoThe reflectance color and intensity of diffuse lighting. Diffuse lighting approximates the appearance of rough surfaces. Diffuse lighting calculations are multiplied with this value.
float3, fixed3, half3NormalA vector representing the direction the surface is facing in screen space.
float3, fixed3, half3EmissionThe color and intensity of emissive lighting. The emissive color will appear even in a completely black scene with no lights. Emissive lighting appears as though light is being created from the surface itself and is generally the most apparent in the absence of light. Glow-in-the-dark objects and computer instruments are examples of surfaces which might use emissive lighting.
float, fixed, halfSpecularThe reflectance color and intensity of specular lighting. Specular lighting approximates the appearance of shiny surfaces. Specular lighting calculations are multiplied with this value.
float, fixed, halfGlossThe sharpness of specular lighting. The higher this value is, the smaller the specular highlights will be. The range is 0-1, where 1 creates a pin-point highlight, and 0 is broad/flat. <TODO: Determine the exponent values this range uses.>
float, fixed, halfAlphaUsed for transparency, if render states are set up for alpha blending and the lighting shader interprets it as transparency (and it does by default).
AnyAnyUser-defined fields which can be assigned any value.Custom fields can have any type and any name, but may not have a tag. The upper limit on the number of custom fields is not known. <TODO: Research>

<TODO: Can different types be used other than the ones listed? Example, Albedo using float4 instead of float3.>

Built-In

Default structure; must be used unless you have implemented your own custom lighting shader.

 struct SurfaceOutput
 {
     half3 Albedo;
     half3 Normal;
     half3 Emission;
     half Specular;
     half Gloss;
     half Alpha;
 };


Surface Shader input structure (Input)

The input structure Input generally has any texture coordinates needed by the shader. Texture coordinates must be named "uv" followed by texture name (or start it with "uv2" to use second texture coordinate set).

Additional values that can be put into Input structure:

  • float3 viewDir - will contain view direction, for computing Parallax effects, rim lighting etc.
  • float4 with COLOR semantic - will contain interpolated per-vertex color.
  • float4 screenPos - will contain screen space position for reflection effects. Used by WetStreet shader in Dark Unity for example.
  • float3 worldPos - will contain world space position.
  • float3 worldRefl - will contain world reflection vector if surface shader does not write to o.Normal. See Reflect-Diffuse shader for example.
  • float3 worldNormal - will contain world normal vector if surface shader does not write to o.Normal.
  • float3 worldRefl; INTERNAL_DATA - will contain world reflection vector if surface shader writes to o.Normal. To get the reflection vector based on per-pixel normal map, use WorldReflectionVector (IN, o.Normal). See Reflect-Bumped shader for example.
  • float3 worldNormal; INTERNAL_DATA - will contain world normal vector if surface shader writes to o.Normal. To get the normal vector based on per-pixel normal map, use WorldNormalVector (IN, o.Normal).

Functions

ShaderLab comes packaged with built-in, or "intrinsic" functions. Many of them are based on the intrinsic functions provided by shader languages like CG, GLSL and HLSL, while others are unique to ShaderLab.

<TODO: Complete this section.>

See Also

Preprocessor Directives

Preprocessor directives are special statements which tell the compiler specifically how to handle the code. They are similar to tags and render states. Below is a list of different directives:

Preprocessor DirectiveOptionArgumentDescriptionNotes
#include(Path of filename in quotations)Includes code written in another file with the extension .cginc. For example,#include "UnityCG.cginc"is commonly used and contains several helper functions. You may write your own CGINC files as well. SeeBuilt-In CGINC files for a list of include files already provided by Unity.
#pragmatarget2.0 or defaultCompiles the shader under shader model 2. Model 2 has more limitations than 3 but is more compatible. Uses shader model 1.1 for vertex shaders.Vertex: 128 instruction limit. Fragment: 96 instruction limit (32 texture + 64 arithmetic), 16 temporary registers and 4 texture indirections.
3.0Compiles the shader under shader model 3. Model 3 is more powerful and flexible than 2 but is less compatible.Vertex: no instruction limit. Fragment: 1024 instruction limit (512 texture + 512 arithmetic), 32 temporary registers and 4 texture indirections. It is possible to override these limits using#pragma profileoptiondirective. For example, #pragma profileoption MaxTexIndirections=256raises texture indirections limit to 256. See #pragma profileoption for more information. Note that some shader model 3.0 features, like derivative instructions, aren't supported by vertex or fragment shaders. You can use #pragma glsl to translate to GLSL instead which has fewer restrictions. See#pragma glsl for more information.
surface(Name of surface shader)Tells the compiler which function is meant to be used as a surface shader.When writing custom surface shaders, this option MUST be written, and it MUST be written first.
(Name of lighting shader, minus the "Lighting" prefix. For example "LightingCookTorrence()" would be supplied here as "CookTorrence".)Tells the compiler which function is meant to be used as a lighting model. See Built-In lighting modelsfor a list of lighting models already provided by Unity. You may write your own lighting models as well.When writing custom surface shaders, this option MUST be written, and it MUST be written second.
alphaTest:(Property Name)Similar to therender stateAlphaTest, except it only culls alpha values less than or equal to the provided value.Both the alpha test render state and preprocessor directive can be used together although their interaction is unclear. Unlike AphaTest, you may only use properties (like _Cutoff) and not constants (like 0.5).
vertex(Name of vertex shader)Tells the compiler which function is meant to be used as a vertex shader.When writing custom vertex or fragment shaders with #pragma target 3.0 the compiler MUST know which vertex shader to use. You may provide your own vertex shader but if not you may use one of Unity's built in vertex shaders.
fragment(Name of fragment shader)Tells the compiler which function is meant to be used as a fragment shader.When writing custom vertex or fragment shaders with #pragma target 3.0 this directive MUST be written. This option MUST be written first with any shader model. You may provide your own fragment shader but if not you may use one of Unity's built in fragment shaders.
vertex:(Name of vertex shader)Tells the compiler which function is meant to be used as a vertex shader.When writing custom vertex or fragment shaders with #pragma target 3.0 the compiler MUST know which vertex shader to use. You may provide your own vertex shader but if not you may use one of Unity's built in vertex shaders.
fragmentoption<TODO: Add option here.><TODO: Add description here.><TODO: Add option notes here.>This directive has no effect on vertex programs or programs that are compiled to non-OpenGL targets.
<TODO: Add option here.><TODO: Add description here.><TODO: Add option notes here.>
only_renderers
exclude_renderers
glsl
profileoption

See Also


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[링크]

 http://jinhomang.tistory.com/category/%28%EC%97%B0%EC%9E%AC%29%20%EC%9C%A0%EB%8B%88%ED%8B%B0%20%EC%85%B0%EC%9D%B4%EB%8D%94%EC%9D%98%20%EA%B8%B0%EC%B4%88

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Unity Shader Reference

Unity3D/Shader / 2014. 6. 24. 22:32

Link : http://docs.unity3d.com/Manual/SL-Reference.html

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