├── .gitignore ├── Assets ├── Lavabrick.meta ├── Lavabrick │ ├── Lavabrick.mat │ ├── Lavabrick.mat.meta │ ├── Lavabrick.png │ ├── Lavabrick.png.meta │ ├── Lavabrick.unity │ ├── Lavabrick.unity.meta │ ├── Lavabrick_ILL.png │ ├── Lavabrick_ILL.png.meta │ ├── Lavabrick_ILL.tif │ ├── Lavabrick_ILL.tif.meta │ ├── lavabrick_TEX 1.tif │ ├── lavabrick_TEX 1.tif.meta │ ├── lavabrick_TEX.tif │ ├── lavabrick_TEX.tif.meta │ ├── lavabrick_TEX_COLOR.tif │ ├── lavabrick_TEX_COLOR.tif.meta │ ├── lavabrick_TEX_DISP.jpg │ ├── lavabrick_TEX_DISP.jpg.meta │ ├── lavabrick_TEX_DISP.png │ ├── lavabrick_TEX_DISP.png.meta │ ├── lavabrick_TEX_NRM.jpg │ ├── lavabrick_TEX_NRM.jpg.meta │ ├── lavabrick_TEX_NRM.png │ ├── lavabrick_TEX_NRM.png.meta │ ├── Без имени-1.tif │ └── Без имени-1.tif.meta ├── Plugins.meta ├── Robot Kyle.meta ├── Robot Kyle │ ├── Materials.meta │ ├── Materials │ │ ├── Robot_Color.mat │ │ └── Robot_Color.mat.meta │ ├── Model.meta │ ├── Model │ │ ├── Robot Kyle.fbx │ │ └── Robot Kyle.fbx.meta │ ├── Textures.meta │ └── Textures │ │ ├── Robot_Color.tga │ │ ├── Robot_Color.tga.meta │ │ ├── Robot_Normal.tga │ │ └── Robot_Normal.tga.meta ├── Script.meta ├── Script │ ├── Spinit.cs │ └── Spinit.cs.meta ├── Tutorials.meta └── Tutorials │ ├── basic_alpha_test.meta │ ├── basic_alpha_test │ ├── basic_alpha_test.mat │ ├── basic_alpha_test.mat.meta │ ├── basic_alpha_test.md │ ├── basic_alpha_test.md.meta │ ├── basic_alpha_test.shader │ ├── basic_alpha_test.shader.meta │ ├── basic_alpha_test.unity │ └── basic_alpha_test.unity.meta │ ├── basic_blend.meta │ ├── basic_blend │ ├── basic_blend.mat │ ├── basic_blend.mat.meta │ ├── basic_blend.md │ ├── basic_blend.md.meta │ ├── basic_blend.shader │ ├── basic_blend.shader.meta │ ├── basic_blend.unity │ └── basic_blend.unity.meta │ ├── basic_blending.meta │ ├── basic_blending │ ├── basic_blending.md │ ├── basic_blending.md.meta │ ├── basic_blending.unity │ └── basic_blending.unity.meta │ ├── basic_blending_textures.meta │ ├── basic_blending_textures │ ├── basic_blending_textures.mat │ ├── basic_blending_textures.mat.meta │ ├── basic_blending_textures.md │ ├── basic_blending_textures.md.meta │ ├── basic_blending_textures.shader │ ├── basic_blending_textures.shader.meta │ ├── basic_blending_textures.unity │ └── basic_blending_textures.unity.meta │ ├── basic_cull.meta │ ├── basic_cull │ ├── basic_cull.cs │ ├── basic_cull.cs.meta │ ├── basic_cull.mat │ ├── basic_cull.mat.meta │ ├── basic_cull.md │ ├── basic_cull.md.meta │ ├── basic_cull.shader │ ├── basic_cull.shader.meta │ ├── basic_cull.unity │ ├── basic_cull.unity.meta │ ├── basic_cull_front.shader │ └── basic_cull_front.shader.meta │ ├── basic_depth_test.meta │ ├── basic_depth_test │ ├── Image.meta │ ├── Image │ │ ├── Always.png │ │ ├── Always.png.meta │ │ ├── Equal.png │ │ ├── Equal.png.meta │ │ ├── GEqual.png │ │ ├── GEqual.png.meta │ │ ├── Greater.png │ │ ├── Greater.png.meta │ │ ├── LEqual.png │ │ ├── LEqual.png.meta │ │ ├── Less.png │ │ ├── Less.png.meta │ │ ├── NotEqual.png │ │ └── NotEqual.png.meta │ ├── basic_depth_test.mat │ ├── basic_depth_test.mat.meta │ ├── basic_depth_test.md │ ├── basic_depth_test.md.meta │ ├── basic_depth_test.shader │ ├── basic_depth_test.shader.meta │ ├── basic_depth_test.unity │ └── basic_depth_test.unity.meta │ ├── basic_light.meta │ ├── basic_light │ ├── ambient_eq.png │ ├── ambient_eq.png.meta │ ├── basic_light.mat │ ├── basic_light.mat.meta │ ├── basic_light.md │ ├── basic_light.md.meta │ ├── basic_light.shader │ ├── basic_light.shader.meta │ ├── basic_light.unity │ ├── basic_light.unity.meta │ ├── basic_light_all.shader │ ├── basic_light_all.shader.meta │ ├── diffuse_eq.png │ ├── diffuse_eq.png.meta │ ├── dot2_eq.png │ ├── dot2_eq.png.meta │ ├── dot_eq.png │ ├── dot_eq.png.meta │ ├── emissive_eq.png │ ├── emissive_eq.png.meta │ ├── specular_eq.png │ └── specular_eq.png.meta │ ├── basic_properties.meta │ ├── basic_properties │ ├── Editor.meta │ ├── Editor │ │ ├── MyToggleDrower.cs │ │ └── MyToggleDrower.cs.meta │ ├── basic_properties.mat │ ├── basic_properties.mat.meta │ ├── basic_properties.md │ ├── basic_properties.md.meta │ ├── basic_properties.shader │ ├── basic_properties.shader.meta │ ├── basic_properties.unity │ └── basic_properties.unity.meta │ ├── basic_red.meta │ ├── basic_red │ ├── basic_red.mat │ ├── basic_red.mat.meta │ ├── basic_red.md │ ├── basic_red.md.meta │ ├── basic_red.shader │ ├── basic_red.shader.meta │ ├── basic_red.unity │ └── basic_red.unity.meta │ ├── basic_stencil_test.meta │ ├── basic_stencil_test │ ├── basic_stencil_test.md │ ├── basic_stencil_test.md.meta │ ├── basic_stencil_test.unity │ ├── basic_stencil_test.unity.meta │ ├── basic_stencil_test1.mat │ ├── basic_stencil_test1.mat.meta │ ├── basic_stencil_test1.shader │ ├── basic_stencil_test1.shader.meta │ ├── basic_stencil_test2.mat │ ├── basic_stencil_test2.mat.meta │ ├── basic_stencil_test2.shader │ ├── basic_stencil_test2.shader.meta │ ├── basic_stencil_test3.mat │ ├── basic_stencil_test3.mat.meta │ ├── basic_stencil_test3.shader │ └── basic_stencil_test3.shader.meta │ ├── basic_texture.meta │ ├── basic_texture │ ├── ash_uvgrid03.jpg │ ├── ash_uvgrid03.jpg.meta │ ├── basic_texture.mat │ ├── basic_texture.mat.meta │ ├── basic_texture.md │ ├── basic_texture.md.meta │ ├── basic_texture.shader │ ├── basic_texture.shader.meta │ ├── basic_texture.unity │ ├── basic_texture.unity.meta │ ├── images.jpeg │ └── images.jpeg.meta │ ├── basic_translucent.meta │ ├── basic_translucent │ ├── basic_translucent.mat │ ├── basic_translucent.mat.meta │ ├── basic_translucent.md │ ├── basic_translucent.md.meta │ ├── basic_translucent.shader │ ├── basic_translucent.shader.meta │ ├── basic_translucent.unity │ └── basic_translucent.unity.meta │ ├── basic_vertex_fragment_shader.meta │ ├── basic_vertex_fragment_shader │ ├── basic_vertex_fragment_shader.mat │ ├── basic_vertex_fragment_shader.mat.meta │ ├── basic_vertex_fragment_shader.md │ ├── basic_vertex_fragment_shader.md.meta │ ├── basic_vertex_fragment_shader.shader │ ├── basic_vertex_fragment_shader.shader.meta │ ├── basic_vertex_fragment_shader.unity │ ├── basic_vertex_fragment_shader.unity.meta │ ├── divede_with_z.png │ ├── divede_with_z.png.meta │ ├── equation_AB.png │ ├── equation_AB.png.meta │ ├── equation_d.png │ ├── equation_d.png.meta │ ├── equation_x_prime.png │ ├── equation_x_prime.png.meta │ ├── equation_x_prime_ndc.png │ ├── equation_x_prime_ndc.png.meta │ ├── equation_y_prime.png │ ├── equation_y_prime.png.meta │ ├── frustum_1.png │ ├── frustum_1.png.meta │ ├── frustum_2.png │ ├── frustum_2.png.meta │ ├── frustum_xyz.png │ ├── frustum_xyz.png.meta │ ├── frustum_xyz_ndc.png │ ├── frustum_xyz_ndc.png.meta │ ├── projection_matrix_1.png │ ├── projection_matrix_1.png.meta │ ├── projection_matrix_2.png │ ├── projection_matrix_2.png.meta │ ├── view_matrix.png │ ├── view_matrix.png.meta │ ├── world_matrix.png │ ├── world_matrix.png.meta │ ├── world_matrix_2.png │ └── world_matrix_2.png.meta │ ├── checkerboard.meta │ ├── checkerboard │ ├── checkerboard.mat │ ├── checkerboard.mat.meta │ ├── checkerboard.md │ ├── checkerboard.md.meta │ ├── checkerboard.shader │ ├── checkerboard.shader.meta │ ├── checkerboard.unity │ └── checkerboard.unity.meta │ ├── diffuse.meta │ ├── diffuse │ ├── cosine_law.png │ ├── cosine_law.png.meta │ ├── diffuse.mat │ ├── diffuse.mat.meta │ ├── diffuse.md │ ├── diffuse.md.meta │ ├── diffuse.shader │ ├── diffuse.shader.meta │ ├── diffuse.unity │ ├── diffuse.unity.meta │ ├── no_minus.png │ └── no_minus.png.meta │ ├── diffuse_ambient_lightprobe.meta │ ├── diffuse_ambient_lightprobe │ ├── Images.meta │ ├── Images │ │ ├── pixel_count_0.png │ │ ├── pixel_count_0.png.meta │ │ ├── pixel_count_1.png │ │ ├── pixel_count_1.png.meta │ │ ├── pixel_count_2.png │ │ ├── pixel_count_2.png.meta │ │ ├── pixel_count_3.png │ │ ├── pixel_count_3.png.meta │ │ ├── pixel_count_4.png │ │ ├── pixel_count_4.png.meta │ │ ├── quality_setting.png │ │ └── quality_setting.png.meta │ ├── diffuse_ambient_lightprobe.mat │ ├── diffuse_ambient_lightprobe.mat.meta │ ├── diffuse_ambient_lightprobe.md │ ├── diffuse_ambient_lightprobe.md.meta │ ├── diffuse_ambient_lightprobe.meta │ ├── diffuse_ambient_lightprobe.shader │ ├── diffuse_ambient_lightprobe.shader.meta │ ├── diffuse_ambient_lightprobe.unity │ ├── diffuse_ambient_lightprobe.unity.meta │ └── diffuse_ambient_lightprobe │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── fog.meta │ ├── fog │ ├── fog.PNG │ ├── fog.PNG.meta │ ├── fog.mat │ ├── fog.mat.meta │ ├── fog.md │ ├── fog.md.meta │ ├── fog.shader │ ├── fog.shader.meta │ ├── fog.unity │ └── fog.unity.meta │ ├── matrix_algebra.meta │ ├── matrix_algebra │ ├── Images.meta │ ├── Images │ │ ├── 1-1.png │ │ ├── 1-1.png.meta │ │ ├── 1-2.png │ │ ├── 1-2.png.meta │ │ ├── 1-3.png │ │ ├── 1-3.png.meta │ │ ├── 1.png │ │ ├── 1.png.meta │ │ ├── 2-1.png │ │ ├── 2-1.png.meta │ │ ├── 2.png │ │ ├── 2.png.meta │ │ ├── 3-1.png │ │ ├── 3-1.png.meta │ │ ├── 3-2.png │ │ ├── 3-2.png.meta │ │ ├── 3-3.png │ │ ├── 3-3.png.meta │ │ ├── 3.png │ │ ├── 3.png.meta │ │ ├── 4-1.png │ │ ├── 4-1.png.meta │ │ ├── 4-2.png │ │ ├── 4-2.png.meta │ │ ├── 4.png │ │ ├── 4.png.meta │ │ ├── 5-1.png │ │ ├── 5-1.png.meta │ │ ├── 5.png │ │ ├── 5.png.meta │ │ ├── 6-2.png │ │ ├── 6-2.png.meta │ │ ├── 6-3.png │ │ ├── 6-3.png.meta │ │ ├── 6-4.png │ │ ├── 6-4.png.meta │ │ ├── 6-5.png │ │ ├── 6-5.png.meta │ │ ├── 6.png │ │ ├── 6.png.meta │ │ ├── 7-1.png │ │ ├── 7-1.png.meta │ │ ├── 7.png │ │ ├── 7.png.meta │ │ ├── 8-1.png │ │ ├── 8-1.png.meta │ │ ├── 8-2.png │ │ ├── 8-2.png.meta │ │ ├── 8-3.png │ │ ├── 8-3.png.meta │ │ ├── 8-4.png │ │ ├── 8-4.png.meta │ │ ├── 8.png │ │ ├── 8.png.meta │ │ ├── 9.png │ │ └── 9.png.meta │ ├── matrix_algebra.md │ └── matrix_algebra.md.meta │ ├── multiple_shader_program_variants.meta │ ├── multiple_shader_program_variants │ ├── multiple_shader_program_variants.mat │ ├── multiple_shader_program_variants.mat.meta │ ├── multiple_shader_program_variants.md │ ├── multiple_shader_program_variants.md.meta │ ├── multiple_shader_program_variants.shader │ ├── multiple_shader_program_variants.shader.meta │ ├── multiple_shader_program_variants.unity │ ├── multiple_shader_program_variants.unity.meta │ ├── multiple_shader_test.cs │ └── multiple_shader_test.cs.meta │ ├── normal_map.meta │ ├── normal_map │ ├── coordinate_mapping.png │ ├── coordinate_mapping.png.meta │ ├── mapping_equ.png │ ├── mapping_equ.png.meta │ ├── mat_equ.png │ ├── mat_equ.png.meta │ ├── matrix.png │ ├── matrix.png.meta │ ├── matrix_algebra.png │ ├── matrix_algebra.png.meta │ ├── matrix_equation.png │ ├── matrix_equation.png.meta │ ├── matrix_normal.png │ ├── matrix_normal.png.meta │ ├── matrix_normal2.png │ ├── matrix_normal2.png.meta │ ├── normal_equ.png │ ├── normal_equ.png.meta │ ├── normal_map.mat │ ├── normal_map.mat.meta │ ├── normal_map.md │ ├── normal_map.md.meta │ ├── normal_map.shader │ ├── normal_map.shader.meta │ ├── normal_map.unity │ ├── normal_map.unity.meta │ ├── polygon.png │ ├── polygon.png.meta │ ├── scale_transform.png │ ├── scale_transform.png.meta │ ├── tangent_space.png │ └── tangent_space.png.meta │ ├── outline.meta │ ├── outline │ ├── Images.meta │ ├── Images │ │ ├── img_1.png │ │ ├── img_1.png.meta │ │ ├── img_2.png │ │ └── img_2.png.meta │ ├── outline.md │ ├── outline.md.meta │ ├── test_outline.mat │ ├── test_outline.mat.meta │ ├── test_outline.shader │ └── test_outline.shader.meta │ ├── ramp_with_slider.meta │ ├── ramp_with_slider │ ├── A.mat │ ├── A.mat.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Robot_Color.mat │ │ └── Robot_Color.mat.meta │ ├── RampWithSlider.shader │ ├── RampWithSlider.shader.meta │ ├── RampWithSlider.unity │ ├── RampWithSlider.unity.meta │ ├── Robot Kyle 1.fbx │ ├── Robot Kyle 1.fbx.meta │ ├── compare.PNG │ ├── compare.PNG.meta │ ├── ramp_with_slider.md │ └── ramp_with_slider.md.meta │ ├── ramp_with_texture.meta │ ├── ramp_with_texture │ ├── CustomRamp.png │ ├── CustomRamp.png.meta │ ├── RampWithTexture.shader │ ├── RampWithTexture.shader.meta │ ├── RampWithTexture.unity │ ├── RampWithTexture.unity.meta │ ├── Robot Kyle (1).prefab │ ├── Robot Kyle (1).prefab.meta │ ├── Robot_color.mat │ ├── Robot_color.mat.meta │ ├── compare.PNG │ ├── compare.PNG.meta │ ├── ramp_with_texture.md │ └── ramp_with_texture.md.meta │ ├── rimlight.meta │ ├── rimlight │ ├── rimlight.mat │ ├── rimlight.mat.meta │ ├── rimlight.shader │ ├── rimlight.shader.meta │ ├── rimlight.unity │ └── rimlight.unity.meta │ ├── shadow_caster.meta │ ├── shadow_caster │ ├── depth_texture.png │ ├── depth_texture.png.meta │ ├── quality.png │ ├── quality.png.meta │ ├── screen_space_shadow.png │ ├── screen_space_shadow.png.meta │ ├── shadow_acne.png │ ├── shadow_acne.png.meta │ ├── shadow_acne2.png │ ├── shadow_acne2.png.meta │ ├── shadow_calc.png │ ├── shadow_calc.png.meta │ ├── shadow_caster.mat │ ├── shadow_caster.mat.meta │ ├── shadow_caster.md │ ├── shadow_caster.md.meta │ ├── shadow_caster.shader │ ├── shadow_caster.shader.meta │ ├── shadow_caster.unity │ ├── shadow_caster.unity.meta │ ├── shadow_map.png │ ├── shadow_map.png.meta │ ├── shadowcasting.png │ └── shadowcasting.png.meta │ ├── shadow_receiver.meta │ ├── shadow_receiver │ ├── shadow_receiver.mat │ ├── shadow_receiver.mat.meta │ ├── shadow_receiver.md │ ├── shadow_receiver.md.meta │ ├── shadow_receiver.shader │ ├── shadow_receiver.shader.meta │ ├── shadow_receiver.unity │ ├── shadow_receiver.unity.meta │ ├── shadow_receiver_cube.mat │ └── shadow_receiver_cube.mat.meta │ ├── skymap_reflect.meta │ ├── skymap_reflect │ ├── Images.meta │ ├── Images │ │ ├── img1.PNG │ │ ├── img1.PNG.meta │ │ ├── img2.PNG │ │ ├── img2.PNG.meta │ │ ├── img3.PNG │ │ ├── img3.PNG.meta │ │ ├── proc1.PNG │ │ ├── proc1.PNG.meta │ │ ├── proc2.PNG │ │ ├── proc2.PNG.meta │ │ ├── proc3.PNG │ │ ├── proc3.PNG.meta │ │ ├── proc4.PNG │ │ ├── proc4.PNG.meta │ │ ├── proc5.PNG │ │ ├── proc5.PNG.meta │ │ ├── proc6.PNG │ │ └── proc6.PNG.meta │ ├── sample_skybox.meta │ ├── sample_skybox │ │ ├── SunSetBack2048.png │ │ ├── SunSetBack2048.png.meta │ │ ├── SunSetDown2048.png │ │ ├── SunSetDown2048.png.meta │ │ ├── SunSetFront2048.png │ │ ├── SunSetFront2048.png.meta │ │ ├── SunSetLeft2048.png │ │ ├── SunSetLeft2048.png.meta │ │ ├── SunSetRight2048.png │ │ ├── SunSetRight2048.png.meta │ │ ├── SunSetUp2048.png │ │ ├── SunSetUp2048.png.meta │ │ ├── sample_skybox.mat │ │ └── sample_skybox.mat.meta │ ├── skymap_reflect.mat │ ├── skymap_reflect.mat.meta │ ├── skymap_reflect.md │ ├── skymap_reflect.md.meta │ ├── skymap_reflect.meta │ ├── skymap_reflect.shader │ ├── skymap_reflect.shader.meta │ ├── skymap_reflect.unity │ ├── skymap_reflect.unity.meta │ └── skymap_reflect │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── skymap_reflect_normal.meta │ ├── skymap_reflect_normal │ ├── skymap_reflect_normal.mat │ ├── skymap_reflect_normal.mat.meta │ ├── skymap_reflect_normal.md │ ├── skymap_reflect_normal.md.meta │ ├── skymap_reflect_normal.meta │ ├── skymap_reflect_normal.shader │ ├── skymap_reflect_normal.shader.meta │ ├── skymap_reflect_normal.unity │ ├── skymap_reflect_normal.unity.meta │ └── skymap_reflect_normal │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── skymap_reflect_normal_occlusion.meta │ ├── skymap_reflect_normal_occlusion │ ├── skymap_reflect_normal_occlusion.mat │ ├── skymap_reflect_normal_occlusion.mat.meta │ ├── skymap_reflect_normal_occlusion.md │ ├── skymap_reflect_normal_occlusion.md.meta │ ├── skymap_reflect_normal_occlusion.meta │ ├── skymap_reflect_normal_occlusion.shader │ ├── skymap_reflect_normal_occlusion.shader.meta │ ├── skymap_reflect_normal_occlusion.unity │ ├── skymap_reflect_normal_occlusion.unity.meta │ └── skymap_reflect_normal_occlusion │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── surface_shader_cubemap_reflection.meta │ ├── surface_shader_cubemap_reflection │ ├── Images.meta │ ├── Images │ │ ├── 1.png │ │ └── 1.png.meta │ ├── surface_shader_cubemap_reflection.mat │ ├── surface_shader_cubemap_reflection.mat.meta │ ├── surface_shader_cubemap_reflection.md │ ├── surface_shader_cubemap_reflection.md.meta │ ├── surface_shader_cubemap_reflection.shader │ ├── surface_shader_cubemap_reflection.shader.meta │ ├── surface_shader_cubemap_reflection.unity │ └── surface_shader_cubemap_reflection.unity.meta │ ├── surface_shader_custom_data_computed_per_vertex.meta │ ├── surface_shader_custom_data_computed_per_vertex │ ├── surface_shader_custom_data_computed_per_vertex.mat │ ├── surface_shader_custom_data_computed_per_vertex.mat.meta │ ├── surface_shader_custom_data_computed_per_vertex.md │ ├── surface_shader_custom_data_computed_per_vertex.md.meta │ ├── surface_shader_custom_data_computed_per_vertex.shader │ ├── surface_shader_custom_data_computed_per_vertex.shader.meta │ ├── surface_shader_custom_data_computed_per_vertex.unity │ └── surface_shader_custom_data_computed_per_vertex.unity.meta │ ├── surface_shader_custom_fog.meta │ ├── surface_shader_custom_fog │ ├── fog.PNG │ ├── fog.PNG.meta │ ├── surface_shader_custom_fog.mat │ ├── surface_shader_custom_fog.mat.meta │ ├── surface_shader_custom_fog.md │ ├── surface_shader_custom_fog.md.meta │ ├── surface_shader_custom_fog.shader │ ├── surface_shader_custom_fog.shader.meta │ ├── surface_shader_custom_fog.unity │ └── surface_shader_custom_fog.unity.meta │ ├── surface_shader_decals.meta │ ├── surface_shader_decals │ ├── Images.meta │ ├── Images │ │ ├── 1.png │ │ └── 1.png.meta │ ├── surface_shader_decals.mat │ ├── surface_shader_decals.mat.meta │ ├── surface_shader_decals.md │ ├── surface_shader_decals.md.meta │ ├── surface_shader_decals.shader │ ├── surface_shader_decals.shader.meta │ ├── surface_shader_decals.unity │ └── surface_shader_decals.unity.meta │ ├── surface_shader_detail_texture.meta │ ├── surface_shader_detail_texture │ ├── surface_shader_detail_texture.mat │ ├── surface_shader_detail_texture.mat.meta │ ├── surface_shader_detail_texture.md │ ├── surface_shader_detail_texture.md.meta │ ├── surface_shader_detail_texture.shader │ ├── surface_shader_detail_texture.shader.meta │ ├── surface_shader_detail_texture.unity │ └── surface_shader_detail_texture.unity.meta │ ├── surface_shader_detail_texture_in_screen_space.meta │ ├── surface_shader_detail_texture_in_screen_space │ ├── Images.meta │ ├── Images │ │ ├── img1.PNG │ │ └── img1.PNG.meta │ ├── surface_shader_detail_texture_in_screen_space.mat │ ├── surface_shader_detail_texture_in_screen_space.mat.meta │ ├── surface_shader_detail_texture_in_screen_space.md │ ├── surface_shader_detail_texture_in_screen_space.md.meta │ ├── surface_shader_detail_texture_in_screen_space.shader │ ├── surface_shader_detail_texture_in_screen_space.shader.meta │ ├── surface_shader_detail_texture_in_screen_space.unity │ └── surface_shader_detail_texture_in_screen_space.unity.meta │ ├── surface_shader_final_color_mod.meta │ ├── surface_shader_final_color_mod │ ├── surface_shader_final_color_mod.mat │ ├── surface_shader_final_color_mod.mat.meta │ ├── surface_shader_final_color_mod.md │ ├── surface_shader_final_color_mod.md.meta │ ├── surface_shader_final_color_mod.shader │ ├── surface_shader_final_color_mod.shader.meta │ ├── surface_shader_final_color_mod.unity │ └── surface_shader_final_color_mod.unity.meta │ ├── surface_shader_linear_fog.meta │ ├── surface_shader_linear_fog │ ├── Images.meta │ ├── Images │ │ ├── linear_fog.png │ │ └── linear_fog.png.meta │ ├── surface_shader_linear_fog.mat │ ├── surface_shader_linear_fog.mat.meta │ ├── surface_shader_linear_fog.md │ ├── surface_shader_linear_fog.md.meta │ ├── surface_shader_linear_fog.shader │ ├── surface_shader_linear_fog.shader.meta │ ├── surface_shader_linear_fog.unity │ └── surface_shader_linear_fog.unity.meta │ ├── surface_shader_normal_extrusion.meta │ ├── surface_shader_normal_extrusion │ ├── surface_shader_normal_extrusion.mat │ ├── surface_shader_normal_extrusion.mat.meta │ ├── surface_shader_normal_extrusion.md │ ├── surface_shader_normal_extrusion.md.meta │ ├── surface_shader_normal_extrusion.shader │ ├── surface_shader_normal_extrusion.shader.meta │ ├── surface_shader_normal_extrusion.unity │ └── surface_shader_normal_extrusion.unity.meta │ ├── surface_shader_normal_mapping.meta │ ├── surface_shader_normal_mapping │ ├── surface_shader_normal_mapping.mat │ ├── surface_shader_normal_mapping.mat.meta │ ├── surface_shader_normal_mapping.md │ ├── surface_shader_normal_mapping.md.meta │ ├── surface_shader_normal_mapping.shader │ ├── surface_shader_normal_mapping.shader.meta │ ├── surface_shader_normal_mapping.unity │ └── surface_shader_normal_mapping.unity.meta │ ├── surface_shader_rim_lighting.meta │ ├── surface_shader_rim_lighting │ ├── surface_shader_rim_lighting.mat │ ├── surface_shader_rim_lighting.mat.meta │ ├── surface_shader_rim_lighting.md │ ├── surface_shader_rim_lighting.md.meta │ ├── surface_shader_rim_lighting.shader │ ├── surface_shader_rim_lighting.shader.meta │ ├── surface_shader_rim_lighting.unity │ └── surface_shader_rim_lighting.unity.meta │ ├── surface_shader_simple.meta │ ├── surface_shader_simple │ ├── CustomSurfaceOutputShader.mat │ ├── CustomSurfaceOutputShader.mat.meta │ ├── CustomSurfaceOutputShader.shader │ ├── CustomSurfaceOutputShader.shader.meta │ ├── Images.meta │ ├── Images │ │ ├── img1.PNG │ │ ├── img1.PNG.meta │ │ ├── img2.PNG │ │ └── img2.PNG.meta │ ├── MultiPassSurfaceShader.mat │ ├── MultiPassSurfaceShader.mat.meta │ ├── MultiPassSurfaceShader.shader │ ├── MultiPassSurfaceShader.shader.meta │ ├── surface_shader_simple.mat │ ├── surface_shader_simple.mat.meta │ ├── surface_shader_simple.md │ ├── surface_shader_simple.md.meta │ ├── surface_shader_simple.shader │ ├── surface_shader_simple.shader.meta │ ├── surface_shader_simple.unity │ └── surface_shader_simple.unity.meta │ ├── surface_shader_slices.meta │ ├── surface_shader_slices │ ├── Images.meta │ ├── Images │ │ ├── shader_slices.png │ │ ├── shader_slices.png.meta │ │ ├── slices_nag.png │ │ ├── slices_nag.png.meta │ │ ├── slices_org.png │ │ ├── slices_org.png.meta │ │ ├── slices_pos.png │ │ └── slices_pos.png.meta │ ├── surface_shader_slices.mat │ ├── surface_shader_slices.mat.meta │ ├── surface_shader_slices.md │ ├── surface_shader_slices.md.meta │ ├── surface_shader_slices.shader │ ├── surface_shader_slices.shader.meta │ ├── surface_shader_slices.unity │ └── surface_shader_slices.unity.meta │ ├── surface_shader_texture.meta │ ├── surface_shader_texture │ ├── Images.meta │ ├── Images │ │ ├── 1.png │ │ └── 1.png.meta │ ├── surface_shader_texture.mat │ ├── surface_shader_texture.mat.meta │ ├── surface_shader_texture.md │ ├── surface_shader_texture.md.meta │ ├── surface_shader_texture.shader │ ├── surface_shader_texture.shader.meta │ ├── surface_shader_texture.unity │ └── surface_shader_texture.unity.meta │ ├── texture.meta │ ├── texture │ ├── texture.mat │ ├── texture.mat.meta │ ├── texture.md │ ├── texture.md.meta │ ├── texture.shader │ ├── texture.shader.meta │ ├── texture.unity │ └── texture.unity.meta │ ├── transformations.meta │ ├── transformations │ ├── affine_definition.png │ ├── affine_definition.png.meta │ ├── affine_definition2.png │ ├── affine_definition2.png.meta │ ├── affine_matrix.png │ ├── affine_matrix.png.meta │ ├── change_of_coord_transform_eq.png │ ├── change_of_coord_transform_eq.png.meta │ ├── coor_dot.png │ ├── coor_dot.png.meta │ ├── coor_matrix.png │ ├── coor_matrix.png.meta │ ├── coor_vector.png │ ├── coor_vector.png.meta │ ├── coordi_system_equ.png │ ├── coordi_system_equ.png.meta │ ├── coordi_system_equ_ex.png │ ├── coordi_system_equ_ex.png.meta │ ├── coordi_system_ex.png │ ├── coordi_system_ex.png.meta │ ├── coordi_system_ex_3d.png │ ├── coordi_system_ex_3d.png.meta │ ├── coordi_system_ex_a.png │ ├── coordi_system_ex_a.png.meta │ ├── coordi_system_ex_b.png │ ├── coordi_system_ex_b.png.meta │ ├── coordi_system_ex_dot.png │ ├── coordi_system_ex_dot.png.meta │ ├── definition.png │ ├── definition.png.meta │ ├── equivalence.png │ ├── equivalence.png.meta │ ├── matrix_mul.png │ ├── matrix_mul.png.meta │ ├── matrix_mul2.png │ ├── matrix_mul2.png.meta │ ├── matrix_representation.png │ ├── matrix_representation.png.meta │ ├── ntimesv.png │ ├── ntimesv.png.meta │ ├── rot_matrix.png │ ├── rot_matrix.png.meta │ ├── rot_reverse_matrix.png │ ├── rot_reverse_matrix.png.meta │ ├── rotation.png │ ├── rotation.png.meta │ ├── rotation_ex.png │ ├── rotation_ex.png.meta │ ├── rotequ_mid.png │ ├── rotequ_mid.png.meta │ ├── rotequ_other_result.png │ ├── rotequ_other_result.png.meta │ ├── rotequ_result.png │ ├── rotequ_result.png.meta │ ├── scaling_definition.png │ ├── scaling_definition.png.meta │ ├── scaling_definition2.png │ ├── scaling_definition2.png.meta │ ├── scaling_ex.png │ ├── scaling_ex.png.meta │ ├── standard_vector.png │ ├── standard_vector.png.meta │ ├── transformations.md │ └── transformations.md.meta │ ├── triplanar.meta │ ├── triplanar │ ├── Images.meta │ ├── Images │ │ ├── exp1.PNG │ │ ├── exp1.PNG.meta │ │ ├── exp2.PNG │ │ ├── exp2.PNG.meta │ │ ├── img1.PNG │ │ ├── img1.PNG.meta │ │ ├── img2.PNG │ │ ├── img2.PNG.meta │ │ ├── img3.PNG │ │ └── img3.PNG.meta │ ├── New Terrain.asset │ ├── New Terrain.asset.meta │ ├── basic.mat │ ├── basic.mat.meta │ ├── basic.shader │ ├── basic.shader.meta │ ├── triplanar.mat │ ├── triplanar.mat.meta │ ├── triplanar.md │ ├── triplanar.md.meta │ ├── triplanar.shader │ ├── triplanar.shader.meta │ ├── triplanar.unity │ └── triplanar.unity.meta │ ├── vector_algebra.meta │ └── vector_algebra │ ├── Images.meta │ ├── Images │ ├── cross_prod.PNG │ ├── cross_prod.PNG.meta │ ├── cross_prod2.PNG │ ├── cross_prod2.PNG.meta │ ├── cross_prod3.PNG │ ├── cross_prod3.PNG.meta │ ├── cross_prod4.PNG │ ├── cross_prod4.PNG.meta │ ├── dot_prod2.PNG │ ├── dot_prod2.PNG.meta │ ├── ex_unit_vec.PNG │ ├── ex_unit_vec.PNG.meta │ ├── ex_unit_vec_fin.PNG │ ├── ex_unit_vec_fin.PNG.meta │ ├── ex_vec_mag.PNG │ ├── ex_vec_mag.PNG.meta │ ├── scalar_mul.PNG │ ├── scalar_mul.PNG.meta │ ├── unit_vec.PNG │ ├── unit_vec.PNG.meta │ ├── unit_vec_formula.PNG │ ├── unit_vec_formula.PNG.meta │ ├── vec2_mag.PNG │ ├── vec2_mag.PNG.meta │ ├── vec3_mag_1.PNG │ ├── vec3_mag_1.PNG.meta │ ├── vec3_mag_2.PNG │ ├── vec3_mag_2.PNG.meta │ ├── vec_dot_product.PNG │ ├── vec_dot_product.PNG.meta │ ├── vec_dot_product2.PNG │ ├── vec_dot_product2.PNG.meta │ ├── vec_pos.PNG │ ├── vec_pos.PNG.meta │ ├── vec_pos1.PNG │ ├── vec_pos1.PNG.meta │ ├── vec_pos2.PNG │ ├── vec_pos2.PNG.meta │ ├── vector_add.PNG │ ├── vector_add.PNG.meta │ ├── vector_mag.png │ ├── vector_mag.png.meta │ ├── vector_mag_formula.png │ ├── vector_mag_formula.png.meta │ ├── vector_sub.png │ └── vector_sub.png.meta │ ├── vector_algebra.md │ └── vector_algebra.md.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md ├── UnityPackageManager └── manifest.json └── unity3d_rendering_pipeline.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | 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-------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/basic_blending_textures" { 2 | Properties { 3 | _MainTex("Main Texture", 2D) = "white" {} 4 | _SubTex("Sub Texture", 2D) = "white" {} 5 | } 6 | 7 | SubShader { 8 | Pass { 9 | SetTexture [_MainTex] { 10 | Combine texture 11 | } 12 | SetTexture [_SubTex] { 13 | Combine texture lerp(texture) previous 14 | } 15 | } 16 | } 17 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_blending_textures/basic_blending_textures.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b1e3351ddf987ba4bac67aa914be5841 3 | timeCreated: 1530365264 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_blending_textures/basic_blending_textures.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae99d4476e12cf24fb58ccdd191abe7c 3 | timeCreated: 1530365255 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3474af1c60dec0418794f77c3bc03be 3 | folderAsset: yes 4 | timeCreated: 1530365599 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class basic_cull : MonoBehaviour { 6 | public Shader m_cull_back_shader; 7 | public Shader m_cull_front_shader; 8 | public Material m_target_material; 9 | 10 | void ChangeShader(bool is_cull_back ) { 11 | m_target_material.shader = is_cull_back ? m_cull_back_shader : m_cull_front_shader; 12 | } 13 | void OnGUI() 14 | { 15 | if ( GUI.Button(new Rect(0, Screen.height * 0.3f, Screen.width * 0.2f, Screen.height * 0.2f), "CULL FRONT")) { 16 | ChangeShader (false); 17 | } 18 | 19 | if ( GUI.Button(new Rect(0, Screen.height * 0.5f, Screen.width * 0.2f, Screen.height * 0.2f), "CULL BACK")) { 20 | ChangeShader (true); 21 | } 22 | } 23 | 24 | 25 | } 26 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull.md: -------------------------------------------------------------------------------- 1 | # Abstract 2 | 3 | 물체의 앞면 혹은 뒷면을 그리지 않게 하자 4 | 5 | # Shader 6 | 7 | ```c 8 | Shader "UnityShaderTutorial/basic_cull" { 9 | Properties { 10 | _MainTex ("Base Texture", 2D) = "white" {} 11 | } 12 | SubShader { 13 | Pass { 14 | Lighting On 15 | Cull Back 16 | SetTexture [_MainTex] 17 | } 18 | } 19 | } 20 | ``` 21 | 22 | # Description 23 | 24 | `Cull` 은 쉐이더의 문법 중 하나이다. 25 | 폴리곤의 어떤 영역을 그리지 않도록 설정 할 수 있다. 26 | 27 | 문법은 아래와 같다 28 | 29 | ```c 30 | Cull Back | Front | Off 31 | ``` 32 | 33 | `Back` : 보이는 부분에서 반대쪽에 해당하는 폴리곤을 그리지 않도록 한다. 34 | `Front` : 보이는 부분쪽에 해당하는 폴리곤을 그리지 않도록 한다. 35 | `Off` : 모든 부분을 그린다. 36 | 37 | ## Why Use Cull? 38 | 39 | `Culling` 은 퍼포먼스에 영향을 준다. `Culling`을 하지 않을경우, 보이지 않는 영역까지 그리려고 노력을 하기 때문에, GPU가 할 일이 많아 진다. 40 | 41 | Unity에서 큐브를 하나 띄워 놓고, `Shader` 에서 `Cull Back`과 `Cull Off` 로 했을때 `GPU Profiler` 를 보면 차이를 볼 수 있다. 42 | 43 | | | GPU ms | 44 | |:-------:|:--------:| 45 | | Cull Back | 0.224 | 46 | | Cull Off | 0.501 | 47 | 48 | 49 | 50 | 51 | 52 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b442525a3fbfa294893b35588f2e58c3 3 | timeCreated: 1532235271 4 | licenseType: Free 5 | TextScriptImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/basic_cull" { 2 | Properties { 3 | _MainTex ("Base Texture", 2D) = "white" {} 4 | } 5 | SubShader { 6 | Pass { 7 | Lighting On 8 | Cull Back 9 | SetTexture [_MainTex] 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41f5b7dbd88816d40a63be1e34f2bbfa 3 | timeCreated: 1530365614 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc38cd0edf0d53c48ac67a754e7aade8 3 | timeCreated: 1530365608 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull_front.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/basic_cull_front" { 2 | Properties { 3 | _MainTex ("Base Texture", 2D) = "white" {} 4 | } 5 | SubShader { 6 | Pass { 7 | Lighting On 8 | Cull Front 9 | SetTexture [_MainTex] 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_cull/basic_cull_front.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2392d900a0cde574d99217788f797fbb 3 | timeCreated: 1530365614 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- 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assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_depth_test/basic_depth_test.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b82c831f3077d0f459868816bc86fdd9 3 | timeCreated: 1531209290 4 | licenseType: Free 5 | TextScriptImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_depth_test/basic_depth_test.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/basic_depth_test" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | } 5 | SubShader { 6 | Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} 7 | 8 | // extra pass that renders to depth buffer only 9 | Pass { 10 | //ZWrite On 11 | ZTEST Less 12 | Color [_Color] 13 | } 14 | } 15 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_depth_test/basic_depth_test.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 621469d9bd1749748a13c942552a26a3 3 | timeCreated: 1530365712 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_depth_test/basic_depth_test.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 26eaa06310c60d04bb9fa290862c872f 3 | timeCreated: 1530365707 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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| Shader "UnityShaderTutorial/basic_light" { 2 | SubShader{ 3 | Pass{ 4 | Material{ 5 | Diffuse(1,1,1,1) 6 | Ambient(1,1,1,1) 7 | } 8 | Lighting On 9 | } 10 | } 11 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_light/basic_light.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3a141ff0995a8c4abd93d73d1c45050 3 | timeCreated: 1530274901 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_light/basic_light.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 52300121a78624e42b9b2d331f1c49cf 3 | timeCreated: 1530274080 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_light/basic_light_all.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/basic_light_all" { 2 | Properties{ 3 | _Color("Main Color", Color) = (1,1,1,1) 4 | _SpecColor("Spec Color", Color) = (1,1,1,1) 5 | _Emission("Emmisive Color", Color) = (0,0,0,0) 6 | _Shininess("Shininess", Range(0.01, 1)) = 0.2 7 | } 8 | 9 | SubShader{ 10 | Pass{ 11 | // Set up basic vertex lighting 12 | Material{ 13 | Diffuse[_Color] 14 | Ambient[_Color] 15 | Shininess[_Shininess] 16 | Specular[_SpecColor] 17 | Emission[_Emission] 18 | } 19 | Lighting On 20 | SeparateSpecular On 21 | } 22 | } 23 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_light/basic_light_all.shader.meta: 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/iamslash/UnityShaderTutorial/360a55544b991d48f1947efbed2f126e3cded45f/Assets/Tutorials/basic_light/specular_eq.png -------------------------------------------------------------------------------- /Assets/Tutorials/basic_properties.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cbac20c83929f244acf54431f88075b 3 | folderAsset: yes 4 | timeCreated: 1530364059 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_properties/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ace130ece7720a2458a57c8ef776bb0d 3 | folderAsset: yes 4 | timeCreated: 1531662869 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_properties/Editor/MyToggleDrower.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System; 4 | 5 | // The property drawer class should be placed in an editor script, inside a folder called Editor. 6 | // Use with "[MyToggle]" before a float shader property. 7 | 8 | public class MyToggleDrawer : MaterialPropertyDrawer { 9 | // Draw the property inside the given rect 10 | public override void OnGUI(Rect position, MaterialProperty prop, String label, MaterialEditor editor) { 11 | // Setup 12 | bool value = (prop.floatValue != 0.0f); 13 | 14 | EditorGUI.BeginChangeCheck(); 15 | EditorGUI.showMixedValue = prop.hasMixedValue; 16 | 17 | // Show the toggle control 18 | value = EditorGUI.Toggle(position, label, value); 19 | 20 | EditorGUI.showMixedValue = false; 21 | if (EditorGUI.EndChangeCheck()) { 22 | // Set the new value if it has changed 23 | prop.floatValue = value ? 1.0f : 0.0f; 24 | } 25 | } 26 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_properties/Editor/MyToggleDrower.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1fea6ac3d2658264aa9083468575413a 3 | timeCreated: 1531661747 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Tutorials/basic_properties/basic_properties.mat.meta: 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-------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/basic_properties" { 2 | Properties { 3 | _MainColor ("Main Color", Color) = (0, 0, 1, 1) 4 | 5 | [KeywordEnum(Red, Blue, Green)] _Color("Color Mode", Float) = 0 6 | 7 | [Header(group of things)] 8 | // "_INVERT_ON"셰이더 키워드를 설정합니다. 9 | [Toggle] _Invert("Invert color?", Float) = 0 10 | 11 | // "ENABLE_FANCY"쉐이더 키워드를 설정합니다. 12 | [MyToggle] _Fancy("Fancy?", Float) = 0 13 | 14 | _Range("Range", Range(0.01, 10)) = 0 15 | [IntRange] _Alpha("Alpha", Range(0, 255)) = 100 16 | [PowerSlider(3.0)] _Shininess("Shininess", Range(0.01, 10)) = 0.08 17 | } 18 | 19 | SubShader{ 20 | Pass { 21 | Material { 22 | Diffuse[_MainColor] 23 | Ambient[_MainColor] 24 | } 25 | Lighting On 26 | } 27 | } 28 | } -------------------------------------------------------------------------------- /Assets/Tutorials/basic_properties/basic_properties.shader.meta: 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fileFormatVersion: 2 2 | guid: 9a65680abe8c7a043b31e0150fa91e94 3 | folderAsset: yes 4 | timeCreated: 1531209280 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_cubemap_reflection/Images.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bdd685e44df27264fab65d7bc8fb5c4e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_cubemap_reflection/Images/1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iamslash/UnityShaderTutorial/360a55544b991d48f1947efbed2f126e3cded45f/Assets/Tutorials/surface_shader_cubemap_reflection/Images/1.png -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_cubemap_reflection/surface_shader_cubemap_reflection.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f88c50780ff746d48ab243beaf2d3482 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_cubemap_reflection/surface_shader_cubemap_reflection.md: -------------------------------------------------------------------------------- 1 | # Abstract 2 | 3 | 서피스 쉐이더를 이용하여 물체의 표면에 큐브맵이 반사된 모습을 표현. 4 | 5 | # Shader 6 | 7 | ```c 8 | Shader "UnityShaderTutorial/surface_shader_cubemap_reflection" { 9 | Properties { 10 | _Cube ("Cubemap", CUBE) = "" {} 11 | } 12 | 13 | SubShader { 14 | Tags { "RenderType" = "Opaque" } 15 | 16 | CGPROGRAM 17 | #pragma surface surf Lambert 18 | 19 | struct Input { 20 | float3 worldRefl; 21 | }; 22 | 23 | samplerCUBE _Cube; 24 | 25 | void surf (Input IN, inout SurfaceOutput o) { 26 | o.Emission = texCUBE (_Cube, IN.worldRefl).rgb; 27 | } 28 | ENDCG 29 | } 30 | Fallback "Diffuse" 31 | } 32 | ``` 33 | 34 | # Description 35 | 36 | 프로퍼티로 받은 큐브맵 정보와 월드좌표계상의 반사벡터값을 이용하여 색을 표현한다. 37 | 38 | ![](./Images/1.png) -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_cubemap_reflection/surface_shader_cubemap_reflection.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25f689af6631e460c9883acc9d663bbc 3 | timeCreated: 1548605509 4 | licenseType: Free 5 | TextScriptImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_cubemap_reflection/surface_shader_cubemap_reflection.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/surface_shader_cubemap_reflection" { 2 | Properties { 3 | _Cube ("Cubemap", CUBE) = "" {} 4 | } 5 | 6 | SubShader { 7 | Tags { "RenderType" = "Opaque" } 8 | 9 | CGPROGRAM 10 | #pragma surface surf Lambert 11 | 12 | struct Input { 13 | float3 worldRefl; 14 | }; 15 | 16 | //sampler2D _MainTex; 17 | samplerCUBE _Cube; 18 | 19 | void surf (Input IN, inout SurfaceOutput o) { 20 | o.Albedo = texCUBE (_Cube, IN.worldRefl).rgb; 21 | } 22 | ENDCG 23 | } 24 | Fallback "Diffuse" 25 | } -------------------------------------------------------------------------------- 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| 9 | CGPROGRAM 10 | #pragma surface surf Lambert vertex:vert 11 | 12 | struct Input { 13 | float2 uv_MainTex; 14 | float3 customColor; 15 | }; 16 | 17 | void vert (inout appdata_full v, out Input o) { 18 | UNITY_INITIALIZE_OUTPUT(Input,o); 19 | o.customColor = float3(0,1,0); 20 | //o.customColor = abs(v.normal); 21 | } 22 | 23 | sampler2D _MainTex; 24 | 25 | void surf (Input IN, inout SurfaceOutput o) { 26 | o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; 27 | o.Albedo *= IN.customColor; 28 | } 29 | ENDCG 30 | } 31 | Fallback "Diffuse" 32 | } -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_custom_data_computed_per_vertex/surface_shader_custom_data_computed_per_vertex.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee93f24d6a0c02d439900ce3e9f775ae 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 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userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_custom_fog/fog.PNG: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iamslash/UnityShaderTutorial/360a55544b991d48f1947efbed2f126e3cded45f/Assets/Tutorials/surface_shader_custom_fog/fog.PNG -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_custom_fog/surface_shader_custom_fog.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b7e7c3a7f039934aaf12f7b5bd63cfd 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | 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Free 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_decals/surface_shader_decals.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f099ff79739d4865b026228416254ae 3 | timeCreated: 1549255103 4 | licenseType: Free 5 | TextScriptImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_decals/surface_shader_decals.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/surface_shader_decals" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | } 5 | 6 | SubShader { 7 | Tags { "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="true" } 8 | Offset -1, -1 9 | 10 | CGPROGRAM 11 | #pragma surface surf Lambert decal:blend 12 | 13 | sampler2D _MainTex; 14 | 15 | struct Input { 16 | float2 uv_MainTex; 17 | }; 18 | 19 | void surf (Input IN, inout SurfaceOutput o) { 20 | half4 c = tex2D (_MainTex, IN.uv_MainTex); 21 | o.Albedo = c.rgb; 22 | o.Alpha = c.a; 23 | } 24 | ENDCG 25 | } 26 | } -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_decals/surface_shader_decals.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60d0e0689e9b21640818ed93c763246e 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- 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/Assets/Tutorials/surface_shader_detail_texture/surface_shader_detail_texture.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/surface_shader_detail_texture" { 2 | Properties{ 3 | _MainTex("Texture", 2D) = "white" {} 4 | _BumpMap("Bumpmap", 2D) = "bump" {} 5 | _Detail("Detail", 2D) = "gray" {} 6 | } 7 | SubShader{ 8 | Tags { "RenderType" = "Opaque" } 9 | CGPROGRAM 10 | #pragma surface surf Lambert 11 | struct Input { 12 | float2 uv_MainTex; 13 | float2 uv_BumpMap; 14 | float2 uv_Detail; 15 | }; 16 | sampler2D _MainTex; 17 | sampler2D _BumpMap; 18 | sampler2D _Detail; 19 | void surf(Input IN, inout SurfaceOutput o) { 20 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 21 | o.Albedo *= tex2D(_Detail, IN.uv_Detail).rgb * 2; 22 | o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); 23 | } 24 | ENDCG 25 | } 26 | Fallback "Diffuse" 27 | } 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struct Input { 15 | float2 uv_MainTex; 16 | float4 screenPos; 17 | }; 18 | 19 | sampler2D _MainTex; 20 | sampler2D _Detail; 21 | 22 | void surf(Input IN, inout SurfaceOutput o) { 23 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 24 | float2 screenUV = IN.screenPos.xy / IN.screenPos.w; 25 | screenUV *= float2(8,6); 26 | o.Albedo *= tex2D(_Detail, screenUV).rgb * 2; 27 | } 28 | ENDCG 29 | } 30 | Fallback "Diffuse" 31 | } -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_detail_texture_in_screen_space/surface_shader_detail_texture_in_screen_space.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e509838987fb4464ca763e33e8306d42 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | 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Input { 12 | float2 uv_MainTex; 13 | }; 14 | 15 | fixed4 _ColorTint; 16 | void mycolor(Input IN, SurfaceOutput o, inout fixed4 color) { 17 | color *= _ColorTint; 18 | } 19 | 20 | sampler2D _MainTex; 21 | void surf(Input IN, inout SurfaceOutput o) { 22 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 23 | } 24 | ENDCG 25 | } 26 | Fallback "Diffuse" 27 | } -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_final_color_mod/surface_shader_final_color_mod.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cca4e1b056324e84588f726812b83b9b 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- 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7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_normal_extrusion/surface_shader_normal_extrusion.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1120d3d296f819844952446f7d902396 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_normal_extrusion/surface_shader_normal_extrusion.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 342699c8cbbf035448475d647fcdbc6b 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_normal_extrusion/surface_shader_normal_extrusion.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/surface_shader_normal_extrusion" { 2 | Properties{ 3 | _MainTex("Texture", 2D) = "white" {} 4 | _Amount("Extrusion Amount", Range(-1,1)) = 0.5 5 | } 6 | 7 | SubShader{ 8 | Tags { "RenderType" = "Opaque" } 9 | 10 | CGPROGRAM 11 | #pragma surface surf Lambert vertex:vert 12 | 13 | struct Input { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | float _Amount; 18 | 19 | void vert(inout appdata_full v) { 20 | v.vertex.xyz += v.normal * _Amount; 21 | } 22 | 23 | sampler2D _MainTex; 24 | 25 | void surf(Input IN, inout SurfaceOutput o) { 26 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 27 | } 28 | ENDCG 29 | } 30 | Fallback "Diffuse" 31 | } 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uv_MainTex; 17 | float2 uv_BumpMap; 18 | }; 19 | 20 | sampler2D _MainTex; 21 | sampler2D _BumpMap; 22 | 23 | void surf (Input IN, inout SurfaceOutput o) { 24 | o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; 25 | o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); 26 | } 27 | 28 | ENDCG 29 | } 30 | Fallback "Diffuse" 31 | } -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_normal_mapping/surface_shader_normal_mapping.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c4c72d9fed57264ba9e22b42ba564f2 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- 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/Assets/Tutorials/surface_shader_rim_lighting/surface_shader_rim_lighting.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityShaderTutorial/surface_shader_rim_lighting" { 2 | Properties{ 3 | _MainTex("Texture", 2D) = "white" {} 4 | _BumpMap("Bumpmap", 2D) = "bump" {} 5 | _RimColor("Rim Color", Color) = (0.26,0.19,0.16,0.0) 6 | _RimPower("Rim Power", Range(0.5,8.0)) = 3.0 7 | } 8 | SubShader{ 9 | Tags{ "RenderType" = "Opaque" } 10 | CGPROGRAM 11 | #pragma surface surf Lambert 12 | struct Input { 13 | float2 uv_MainTex; 14 | float2 uv_BumpMap; 15 | float3 viewDir; 16 | }; 17 | sampler2D _MainTex; 18 | sampler2D _BumpMap; 19 | float4 _RimColor; 20 | float _RimPower; 21 | void surf(Input IN, inout SurfaceOutput o) { 22 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 23 | o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); 24 | half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); 25 | o.Emission = _RimColor.rgb * pow(rim, _RimPower); 26 | } 27 | ENDCG 28 | } 29 | Fallback "Diffuse" 30 | } -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_rim_lighting/surface_shader_rim_lighting.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f377b6bff77d10d4cac4d9728dce00c8 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_rim_lighting/surface_shader_rim_lighting.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c5c0c2eb338cd44c95950863ad5c70b 3 | timeCreated: 1531209440 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | 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-------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_simple/CustomSurfaceOutputShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/CustomSurfaceOutputShader" { 2 | SubShader { 3 | Tags { "RenderType"="Opaque" } 4 | 5 | CGPROGRAM 6 | // Physically based Standard lighting model, and enable shadows on all light types 7 | #pragma surface surf Custom 8 | 9 | // Use shader model 3.0 target, to get nicer looking lighting 10 | #pragma target 3.0 11 | 12 | sampler2D _MainTex; 13 | 14 | struct Input { 15 | float2 uv_MainTex; 16 | }; 17 | 18 | struct SurfaceOutputCustom { 19 | fixed3 Albedo; 20 | fixed3 Normal; 21 | fixed3 Emission; 22 | fixed Alpha; 23 | }; 24 | 25 | half4 LightingCustom(SurfaceOutputCustom s, half3 lightDir, half atten) { 26 | half4 c; 27 | c.rgb = s.Albedo; 28 | c.a = s.Alpha; 29 | return c; 30 | } 31 | 32 | void surf (Input IN, inout SurfaceOutputCustom o) { 33 | o.Albedo = fixed3(1, 0, 0); 34 | o.Alpha = 1; 35 | } 36 | ENDCG 37 | } 38 | FallBack "Diffuse" 39 | } 40 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_simple/CustomSurfaceOutputShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 350319ad720f49043bfc036bf303b50d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_simple/Images.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e427d6f3ad33d1b40b17aa99983a76c9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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fileFormatVersion: 2 2 | guid: 3152b473354cee745bdf0e585cd5c617 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_simple/MultiPassSurfaceShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/MultiPassSurfaceShader" { 2 | SubShader{ 3 | Tags { "RenderType" = "Opaque" } 4 | 5 | Cull Front // 앞면 컬링하고 뒷면 그리기 6 | CGPROGRAM 7 | #pragma surface surf Lambert vertex:vert 8 | #pragma debug 9 | 10 | sampler2D _MainTex; 11 | 12 | struct Input { 13 | float2 uv_MainTex; 14 | }; 15 | 16 | void vert(inout appdata_full v) { 17 | v.normal *= -1; // 18 | } 19 | 20 | void surf(Input IN, inout SurfaceOutput o) { 21 | half4 c = tex2D(_MainTex, IN.uv_MainTex); 22 | o.Albedo = fixed3(1,0,0); 23 | o.Alpha = c.a; 24 | } 25 | ENDCG 26 | 27 | Cull Back // 뒷면 컬링하고 앞면 그리기 28 | CGPROGRAM 29 | #pragma surface surf Lambert 30 | #pragma debug 31 | 32 | sampler2D _MainTex; 33 | 34 | struct Input { 35 | float2 uv_MainTex; 36 | }; 37 | 38 | void surf(Input IN, inout SurfaceOutput o) { 39 | half4 c = tex2D(_MainTex, IN.uv_MainTex); 40 | o.Albedo = fixed3(0,1,0); 41 | o.Alpha = c.a; 42 | } 43 | ENDCG 44 | } 45 | FallBack "Diffuse" 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Tutorials/surface_shader_simple/MultiPassSurfaceShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f6be34a8d7b4ab43bbd249db77e0620 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- 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