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유니티/수업 내용

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[shader] 반짝거리기 Shader "Custom/Blink" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex ("Mask Texture", 2D) = "white" {} _RampTex ("Ramp Texture", 2D) = "white" {} _UValue ("UV U VALUE", Range(0, 1)) = 0 } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _MaskTex; sampler2D _RampTex; float _UValue; struct Input { float2 uv_MainTex;..
[Shader] BlinnPhong - Specular Shader "Custom/Belt" { Properties { _MainTexture("MainTexture", 2D) = "white" {} _BumpMap("BumpMap", 2D) = "bump" {} _SpecColor ("Specular Color", Color) = (1,1,1,1) _Gloss ("Gloss", Range(0, 1)) = 1 _Specular ("Specular", Range(0, 1)) = 1 } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf BlinnPhong #pragma target 3.0 sampler2D _MainTexture; sampler2D _BumpMap; //_SpecC..
[Shader] Metallic, Smoothness, UnpackNormal Shader "Custom/RockShader" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _MainTex2 ("Main Texture", 2D) = "white" {} _Metallic ("Metallic", Range(0,1)) = 1 _Smoothness ("Smoothness", Range(0,1)) = 1 _BumpMap ("NBumpMap", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Standard //#pragma target 3.0 sampler2D _MainTex; sampler2D _MainTex2; s..
[Shader] Texture polybrush Shader "Custom/MyShader" { Properties { _MainTex1 ("Albedo (RGB)", 2D) = "white" {} _MainTex2 ("Albedo (RGB)", 2D) = "white" {} _MainTex3 ("Albedo (RGB)", 2D) = "white" {} _MainTex4 ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Standard sampler2D _MainTex1; sampler2D _MainTex2; sampler2D _MainTex3; sampler2D _MainTex4; struct Input ..
[Shader] Texture_Fire 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) { fixed..
Shader Warning Shader "Custom/MyShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _Brightness ("Change Brightness!!", Range(0, 1)) = 0.5 _TestFloat ("Test Float", Float) = 0.5 _TestColor ("Test Color", Color) = (1,1,1,1) _TestVector ("Test Vector", Vector) = (1,1,1,1) _TestTexture ("Test Texture", 2D) = "white" {} } SubShader { //불투명 Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Standa..
ML Agent - DinoRun 더보기 using System.Collections; using System.Collections.Generic; using UnityEngine; public class TrainingArea : MonoBehaviour { [SerializeField] private GameObject cactusPrefab; [SerializeField] private float spawnTime = 3f; [SerializeField] private Transform targetParent; void Start() { StartCoroutine(this.GenerateCactus()); } private IEnumerator GenerateCactus() { while (true) { yield return ne..
게임인공지능 MLAgent RollerBall 복습 더보기 using System.Collections; using System.Collections.Generic; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; using UnityEngine; public class RollerAgent : Agent { private Rigidbody rBody; [SerializeField] private float moveForce = 10f; [SerializeField] private Transform target; void Start() { this.rBody = this.GetComponent(); } public override void OnEpisod..
게임인공지능 Ml-Agents - RollerBall 환경 바꾸기 (벽 세우기) 벽을 하나 세우고 큐브가 생성되는 위치를 매번 현재 공의 위치와 반대사이드가 되도록 바꿔봤다. 그외엔 떨어지면 페널티로 -1점, 타겟과 일정거리 이상가까워졌을때의 보상은 5점으로 바꿨다. 더보기 using System.Collections; using System.Collections.Generic; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; using UnityEngine; public class RollerAgent : Agent { [SerializeField] private Transform target; private Rigidbody rBody; [SerializeField] privat..
게임인공지능 - Ml-Agents - Penguin 더보기 using System.Collections; using System.Collections.Generic; using UnityEngine; public class PenguinArea : MonoBehaviour { public GameObject penguinAgent; public GameObject penguinBaby; public Fish fishPrefab; public int FishRemaining { get { return fishList.Count; } } private List fishList; void Start() { ResetArea(); } public void ResetArea() { RemoveAllFish(); PlacePenguin(); PlaceBaby(); ..