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    illu_yun

    Technical Artist / All rights reserved by illu since 2001 / illustor@gmail.com

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URP BSDF.hlsl

"Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl" #ifndef UNITY_BSDF_INCLUDED #define UNITY_BSDF_INCLUDED #if SHADER_API_MOBILE || SHADER_API_GLES || SHADER_API_GLES3 #pragma warning (disable : 3205) // conversion of larger type to smaller #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" // Note: All NDF and diffuse term have a version with and..

Technical Report/R&D test 2021. 8. 9. 17:55

cook-Torrance

Robert L. Cook과 Kenneth E.Torrance에 의해 개발되었으며 Phong이나 BlinnPhong에 비해 에너지 보존법칙(Engery Conservation)과 미세표면이론(MicroFacet)을 도입해 더욱 물리적으로 근사한 라이팅 모델을 구현했다 https://m.blog.naver.com/PostView.naver?isHttpsRedirect=true&blogId=edgerider&logNo=220517509315 https://github.com/midnightSuyama/BASICxSHADER/blob/master/shaders/Lighting/Cook-Torrance.shader Shader "BASICxSHADER/Lighting/Cook-Torrance" { Propert..

Technical Report/R&D test 2020. 4. 8. 16:37

Shadowmask lightmap

subtactive half4 bakedTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV.xy); half3 decodeColor = DecodeLightmap( bakedTex ); col *= decodeColor; return col; Shadowmask 첫 번째 베이킹 그림자는 unity_Lightmap 다이어그램의 unity_ShadowMask에 없습니다. 이것은 UnityShaderVariables에 정의되어 있습니다 half4 getLightDirPerPixel(float2 lightmapUV) { #ifdef LIGHTMAP_ON half4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, ..

Technical Report/R&D test 2019. 2. 17. 22:21

Traditional subscattering

Shader "Custom/Translucent" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normal (Normal)", 2D) = "bump" {} _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 //_Thickness = Thickness texture (invert normals, bake AO). //_Power = "Sharpness" of translucent glow. //_Distortion..

Technical Report/R&D test 2018. 3. 21. 21:12

Unity Sprites/Cheap Outer Glow Shader

Shader "Sprites/Cheap Outer Glow" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _GlowScale ("Glow Scale", Range(0,1)) = 1 _GlowColor ("Glow Color", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="P..

Technical Report/R&D test 2018. 2. 5. 00:59

Unity SRP LightweightForward

Shader Code Blit Shader "Hidden/LightweightPipeline/Blit" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} LOD 100 Pass { Tags { "LightMode" = "LightweightForward"} ZTest Always ZWrite Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex Vertex #pragma fragment Fragment #include "LWRP/ShaderLibra..

Technical Report/R&D test 2018. 2. 1. 19:06

GLSL Rotate image shader

원문링크 : http://glslsandbox.com/e#41555.0 #ifdef GL_ES precision mediump float; #endif #extension GL_OES_standard_derivatives : enable uniform float time; uniform vec2 mouse; uniform vec2 resolution; float map(vec3 p) { vec3 q = fract(p * 0.5) * 2.0 - 1.0; q.y = q.x * 0.5; return length(q) - 0.3; } float trace(vec3 origin, vec3 ray) { float t = 0.0; for (int i = 0; i < 18; i++) { vec3 p = origin +..

Technical Report/R&D test 2017. 7. 21. 09:47

Unity Bilboard shader

Properties { _MainTex ("Texture Image", 2D) = "white" {} _ScaleX ("Scale X", Float) = 1.0 _ScaleY ("Scale Y", Float) = 1.0 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // User-specified uniforms uniform sampler2D _MainTex; uniform float _ScaleX; uniform float _ScaleY; struct vertexInput { float4 vertex : POSITION; float4 tex : TEXCOORD0; }; struct vertexOutput { float..

Technical Report/R&D test 2017. 7. 13. 17:04

Ai Standard Material Library

Ai Standard shader 재질 수치값 표(참고용) 원문 : https://support.solidangle.com/display/AFMUG/Material+Library

Technical Report/R&D test 2016. 1. 22. 11:46

Fast Decal

pmjo's Fast Decals for Unity Description Fast Decals allows the game to render a large amount of decals - such as blood splatters and blob shadows - at a blazing fast speed, with a single draw call. It also provides an automatic aging mechanism, which slowly fades away old decals when new ones are created. Fast Decals was created mobile devices in mind and is best suited to games with a small wo..

Technical Report/R&D test 2015. 5. 16. 02:58
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CATEGORY
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