0504 normal texture + occlusion

2021. 5. 4. 13:23카테고리 없음

Normal 매핑 : 로우 폴리곤의 그래픽 환경에서 하이 폴리곤의 입체감/질감을 구현하는 방법

노멀맵은 보통 텍스쳐가 따로 있다.

텍스쳐 반영하는 것과 비슷하게 받는다.

Shader "Custom/sphere"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _BumpMap("Normal Map", 2D) = "bump" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM

        #pragma surface surf Standard 

        sampler2D _MainTex;
        sampler2D _BumpMap;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        half _Glossiness;
        half _Metallic;

        void surf (Input IN, inout SurfaceOutputStandard o)
        {

            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            fixed3 n = UnpackNormal(tex2D(_BumpMap, IN. uv_BumpMap));
            o.Normal = n;
            
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

 


Ambient Occlusion
주변광을 가리거나 차단해서 더 어둡게 해 명도를 높힌다.
구석진 부분을 더 어둡게 한다.

Shader "Custom/sphere"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _BumpMap("Normal Map", 2D) = "bump" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _Occlusion ("Occlusion",2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM

        #pragma surface surf Standard 

        sampler2D _MainTex;
        sampler2D _BumpMap;
        sampler2D _Occlusion;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        half _Glossiness;
        half _Metallic;

        void surf (Input IN, inout SurfaceOutputStandard o)
        {

            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            fixed3 n = UnpackNormal(tex2D(_BumpMap, IN. uv_BumpMap));
            o.Occlusion = tex2D(_Occlusion, IN.uv_MainTex);
            
            o.Normal = n;
            

            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

검은색 부분이 더 진하게 표현된다.