youtu.be/Q17nVfLAcEg

 

:: Shader 스크립트 조정

 

Shader "Custom/MyShader"
{
    Properties
    {
        //_Color("Color", Color) = (1,1,1,1)
        // :: Red
        _Red("Red", Range(0, 1)) = 0
        // :: Blue
        _Green("Green", Range(0, 1)) = 0
        // :: Green
        _Blue("Blue", Range(0, 1)) = 0

        // :: Bright & Darkness -1 ~ 1
        _BrightDark("Bright & Dark", Range(-1, 1)) = 0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        //fixed4 _Color;
        fixed _Red;
        fixed _Green;
        fixed _Blue;

        // :: bright
        fixed _BrightDark;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            //fixed4 c = _Color; // :: rgb

            o.Albedo = fixed3(_Red, _Green, _Blue) + _BrightDark;
            //o.Emission = fixed3(_Red, _Green, _Blue) + _BrightDark;
            o.Alpha = 1;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

 

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