:: 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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