Shader "Custom/Fire"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Texture2 ("texture2", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
CGPROGRAM
#pragma surface surf Standard alpha:fade
sampler2D _MainTex;
sampler2D _Texture2;
struct Input
{
float2 uv_MainTex;
float2 uv_Texture2;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
float4 d = tex2D (_Texture2, float2(IN.uv_Texture2.r, IN.uv_Texture2.g - _Time.y));
o.Emission = c.rgb + d.rgb;
o.Alpha = c.a * d.a;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "Custom/Fire"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Texture2 ("texture2", 2D) = "white" {}
_NoiseIntensity ("Noise Intensity", Range(0, 2)) = 0
_Test ("test", Range(-1, 1)) = 0
}
SubShader
{
//Tags { "RenderType"="opaque" }
//Tags { "RenderType"="opaque" "Queue"="Transparent"}
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
CGPROGRAM
#pragma surface surf Standard alpha:fade
sampler2D _MainTex;
sampler2D _Texture2;
float _NoiseIntensity;
float _Test;
struct Input
{
float2 uv_MainTex;
float2 uv_Texture2;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 d = tex2D(_Texture2, float2(IN.uv_Texture2.r, IN.uv_Texture2.g - _Time.y));
float2 e = float2(IN.uv_MainTex.r + (d.r * _NoiseIntensity) + _Test, (IN.uv_MainTex.g + _Test) + (d.r * _NoiseIntensity));
fixed4 c = tex2D (_MainTex, e);
o.Emission = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
'유니티 > 수업 내용' 카테고리의 다른 글
[Shader] Metallic, Smoothness, UnpackNormal (0) | 2022.01.18 |
---|---|
[Shader] Texture polybrush (0) | 2022.01.18 |
Shader Warning (0) | 2022.01.18 |
ML Agent - DinoRun (0) | 2022.01.18 |
게임인공지능 MLAgent RollerBall 복습 (0) | 2022.01.18 |