유니티 쉐이더 Shader 간단 사용법

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  • 코드 작성
Shader "Custom/ExampleShader" {
    Properties {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)
        _Speed ("Speed", Range(0, 10)) = 1
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _Color;
            float _Speed;

            v2f vert (appdata v) {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target {
                float offset = _Time.y * _Speed; // animate based on time and speed
                float2 uv = i.uv + float2(offset, 0); // shift texture coordinates
                fixed4 texcol = tex2D(_MainTex, uv); // sample the texture
                fixed4 col = texcol * _Color; // apply color tint
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}
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