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03-28 00:02

'Unity3D/Shader'에 해당되는 글 36건

  1. 2013.07.19 Toon/Tf2Shader
  2. 2013.07.19 Toon/Basic with Alpha
  3. 2013.07.19 Toon/Lighted with Alpha
  4. 2012.11.07 toon-water shader
  5. 2012.11.06 스크립트로 Shader 변경
  6. 2012.11.04 AlphaVertexColor

Toon/Tf2Shader

Unity3D/Shader / 2013. 7. 19. 22:28


Tf2Shader.shader


Tf2ShaderWithCutoff.shader


Tf2ShaderWithCutoffAndOutline.shader




출처 : http://batimals.googlecode.com/svn-history/r210/trunk/Batimals/Assets/Scripts/Shaders/

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쉐이더 자료 많은 사이트..  (0) 2014.04.03
Toon/Basic with Alpha  (0) 2013.07.19
Toon/Lighted with Alpha  (0) 2013.07.19
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Toon/Basic with Alpha

Unity3D/Shader / 2013. 7. 19. 22:27

출처에 있는 SubShader의 해당 부분만 교체..(실행 확인)



Toony-BasicWithAlpha.shader




1 Shader "Toon/Basic with Alpha" { 2 Properties { 3 _Color ("Main Color", Color) = (.5,.5,.5,1) 4 _MainTex ("Base (RGB)", 2D) = "white" {} 5 _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } 6 } 7 8 9 SubShader { 10 Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} 11 Pass { 12 Name "BASE" 13 Cull Back 14 Blend SrcAlpha OneMinusSrcAlpha 15 16 CGPROGRAM 17 #pragma vertex vert 18 #pragma fragment frag 19 #pragma fragmentoption ARB_precision_hint_fastest 20 21 #include "UnityCG.cginc" 22 23 sampler2D _MainTex; 24 samplerCUBE _ToonShade; 25 float4 _MainTex_ST; 26 float4 _Color; 27 28 struct appdata { 29 float4 vertex : POSITION; 30 float2 texcoord : TEXCOORD0; 31 float3 normal : NORMAL; 32 }; 33 34 struct v2f { 35 float4 pos : POSITION; 36 float2 texcoord : TEXCOORD0; 37 float3 cubenormal : TEXCOORD1; 38 }; 39 40 v2f vert (appdata v) 41 { 42 v2f o; 43 o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 44 o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 45 o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); 46 return o; 47 } 48 49 float4 frag (v2f i) : COLOR 50 { 51 float4 col = _Color * tex2D(_MainTex, i.texcoord); 52 float4 cube = texCUBE(_ToonShade, i.cubenormal); 53 return float4(2.0f * cube.rgb * col.rgb, col.a); 54 } 55 ENDCG 56 } 57 } 58 59 SubShader { 60 Tags { "RenderType"="Opaque" } 61 Pass { 62 Name "BASE" 63 Cull Back 64 SetTexture [_MainTex] { 65 constantColor [_Color] 66 Combine texture * constant 67 } 68 SetTexture [_ToonShade] { 69 combine texture * previous DOUBLE, previous 70 } 71 } 72 } 73 74 Fallback "VertexLit" 75 } 76



출처 : http://forum.unity3d.com/threads/103030-Toon-shader-with-Transparency

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'Unity3D > Shader' 카테고리의 다른 글

쉐이더 자료 많은 사이트..  (0) 2014.04.03
Toon/Tf2Shader  (0) 2013.07.19
Toon/Lighted with Alpha  (0) 2013.07.19
toon-water shader  (0) 2012.11.07
스크립트로 Shader 변경  (0) 2012.11.06
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Toony-LightedWithAlpha.shader




Shader "Toon/Lighted with Alpha" { 

Properties { 

_Color ("Main Color", Color) = (0.5,0.5,0.5,1)

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

_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 

}


    SubShader {

       Tags {"Queue"="Transparent" "RenderType"="Transparent"}

       Blend SrcAlpha OneMinusSrcAlpha

       LOD 200

 

CGPROGRAM

#pragma surface surf ToonRamp

 

sampler2D _Ramp;

 

// custom lighting function that uses a texture ramp based

// on angle between light direction and normal

#pragma lighting ToonRamp exclude_path:prepass

inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)

{

    #ifndef USING_DIRECTIONAL_LIGHT

    lightDir = normalize(lightDir);

    #endif

 

    half d = dot (s.Normal, lightDir)*0.5 + 0.5;

    half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;

 

    half4 c;

    c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);

    c.a = s.Alpha;

    return c;

}

 

 

sampler2D _MainTex;

float4 _Color;

 

struct Input {

    float2 uv_MainTex : TEXCOORD0;

};

 

void surf (Input IN, inout SurfaceOutput o) {

    half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;

    o.Albedo = c.rgb;

    o.Alpha = c.a;

}

ENDCG

 

    } 

 

    Fallback "Diffuse"

}


링크 : http://answers.unity3d.com/questions/180977/toon-lighted-alpha.html


참조 :http://stackoverflow.com/questions/13417458/unity-diffuse-shader-with-global-alpha

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'Unity3D > Shader' 카테고리의 다른 글

Toon/Tf2Shader  (0) 2013.07.19
Toon/Basic with Alpha  (0) 2013.07.19
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스크립트로 Shader 변경  (0) 2012.11.06
AlphaVertexColor  (0) 2012.11.04
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toon-water shader

Unity3D/Shader / 2012. 11. 7. 00:13


링크 : http://forum.unity3d.com/threads/41401-Problem-with-own-toon-water-shader-(lighting)

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'Unity3D > Shader' 카테고리의 다른 글

Toon/Tf2Shader  (0) 2013.07.19
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Toon/Lighted with Alpha  (0) 2013.07.19
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... 

string shaderName = "Mobile/Unlit (Supports Lightmap)";

GameObject sampleObject;

...

 

MeshRenderer mr = sampleObject.GetComponent<MeshRenderer>();   // 일단 MeshRenderer 컴포넌트를 얻고

mr.material.shader = Shader.Find(shaderName);                                 // 쉐이더를 찾아(이름으로) 변경

 

 

 

 

<출처> http://unity3d.com/support/documentation/ScriptReference/Material-shader.html



출처 : http://blog.naver.com/kzh8055/140158747595

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'Unity3D > Shader' 카테고리의 다른 글

Toon/Tf2Shader  (0) 2013.07.19
Toon/Basic with Alpha  (0) 2013.07.19
Toon/Lighted with Alpha  (0) 2013.07.19
toon-water shader  (0) 2012.11.07
AlphaVertexColor  (0) 2012.11.04
Posted by blueasa
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AlphaVertexColor

Unity3D/Shader / 2012. 11. 4. 20:39

AlphaVertexColor

An Alpha/VertexLit shader that modulates result with per-vertex colors. Requires dual-texture hardware (NVIDIA TNT2, ATI Rage 128).

See also: VertexColor for a non-alpha version of this shader.

Invalid language.

You need to specify a language like this: <source lang="html4strict">...</source>

Supported languages for syntax highlighting:

 [Expand


Shader "Alpha/VertexLit Colored" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _SpecColor ("Spec Color", Color) = (1,1,1,0)
    _Emission ("Emmisive Color", Color) = (0,0,0,0)
    _Shininess ("Shininess", Range (0.01, 1)) = 0.7
    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

SubShader {
    ZWrite Off
    Alphatest Greater 0
    Tags {Queue=Transparent}
    Blend SrcAlpha OneMinusSrcAlpha 
    ColorMask RGB
    Pass {
        Material {
            Shininess [_Shininess]
            Specular [_SpecColor]
            Emission [_Emission]    
        }
        ColorMaterial AmbientAndDiffuse
        Lighting On
        SeperateSpecular On
        SetTexture [_MainTex] {
            Combine texture * primary, texture * primary
        }
        SetTexture [_MainTex] {
            constantColor [_Color]
            Combine previous * constant DOUBLE, previous * constant
        } 
    }
}

Fallback "Alpha/VertexLit", 1
}


출처 : http://wiki.unity3d.com/index.php?title=AlphaVertexColor

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스크립트로 Shader 변경  (0) 2012.11.06
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