I_Jemin

Add PBS Metallic

Add PBS Specular

Update readme
Showing 34 changed files with 869 additions and 41 deletions
......@@ -20,7 +20,7 @@ RenderSettings:
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m_LinearFogEnd: 300
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far clip plane: 1000
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......
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CGPROGRAM
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struct Input {
float2 uv_MainTex;
};
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// Albedo comes from a texture tinted by color
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ENDCG
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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// Update is called once per frame
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}
}
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Properties {
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}
SubShader {
Tags { "RenderType"="Opaque" }
cull Off
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ;
o.Albedo = c.rgb;
o.Alpha = c.a;
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ENDCG
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Shader "I_Jemin/Menual Spec" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "black" {}
_GlossMap("Smooth(Gloss) Map",2D) = "black" {}
_SpecColor("Specular Color",Color) = (0,0,0,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
sampler2D _MainTex;
sampler2D _GlossMap;
sampler2D _NormalMap;
float _Smooth;
struct Input {
float2 uv_MainTex;
float2 uv_GlossMap;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Smoothness = tex2D(_GlossMap,IN.uv_GlossMap).r;
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}
ENDCG
}
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Shader "I_Jemin/Metallic" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "black" {}
_MetallicTex("Metallic Map",2D) = "black" {}
_Smooth("Smooth",Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
sampler2D _MetallicTex;
sampler2D _NormalMap;
float _Smooth;
struct Input {
float2 uv_MainTex;
float2 uv_MetallicTex;
float2 uv_NormalMap;
};
half _Metallic;
void surf (Input IN, inout SurfaceOutputStandard o) {
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Smoothness = _Smooth;
o.Metallic = tex2D(_MetallicTex,IN.uv_MetallicTex).r;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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......@@ -59,11 +59,15 @@ Material:
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......
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\ No newline at end of file
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\ No newline at end of file
......