유니티/수업 내용

[shader] 반짝거리기

hyunjin-dev-log 2022. 1. 18. 19:55

 

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;
            float2 uv_MaskTex;
            float2 uv_RampTex;
        };

        void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            float4 mask = tex2D (_MaskTex, IN.uv_MaskTex);
            float4 ramp = tex2D (_RampTex, float2(_Time.y, 0));

            o.Albedo = c.rgb;
            o.Emission = mask.g * ramp.r * c.rgb;

            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}