I_Jemin

Add PBS Metallic

Add PBS Specular

Update readme
Showing 34 changed files with 869 additions and 41 deletions
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......
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1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +
5 +public class Rotator : MonoBehaviour {
6 + public float speed = 180f;
7 +
8 + // Update is called once per frame
9 + void Update () {
10 + transform.Rotate(0, speed * Time.deltaTime, 0);
11 + }
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4 + }
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7 + cull Off
8 + CGPROGRAM
9 + #pragma surface surf Standard fullforwardshadows
10 +
11 +
12 + sampler2D _MainTex;
13 +
14 + struct Input {
15 + float2 uv_MainTex;
16 + };
17 +
18 + void surf (Input IN, inout SurfaceOutputStandard o) {
19 + // Albedo comes from a texture tinted by color
20 + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ;
21 + o.Albedo = c.rgb;
22 +
23 + o.Alpha = c.a;
24 + }
25 + ENDCG
26 + }
27 + FallBack "Diffuse"
28 +}
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3 +timeCreated: 1516817844
4 +licenseType: Pro
5 +ShaderImporter:
6 + externalObjects: {}
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8 + userData:
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1 +Shader "I_Jemin/Menual Spec" {
2 + Properties {
3 + _MainTex ("Albedo (RGB)", 2D) = "white" {}
4 + _NormalMap("Normal Map",2D) = "black" {}
5 + _GlossMap("Smooth(Gloss) Map",2D) = "black" {}
6 + _SpecColor("Specular Color",Color) = (0,0,0,1)
7 + }
8 + SubShader {
9 + Tags { "RenderType"="Opaque" }
10 +
11 + CGPROGRAM
12 + // Physically based Standard lighting model, and enable shadows on all light types
13 + #pragma surface surf StandardSpecular fullforwardshadows
14 +
15 +
16 + sampler2D _MainTex;
17 + sampler2D _GlossMap;
18 + sampler2D _NormalMap;
19 + float _Smooth;
20 +
21 + struct Input {
22 + float2 uv_MainTex;
23 + float2 uv_GlossMap;
24 + float2 uv_NormalMap;
25 + };
26 +
27 + void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
28 + o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
29 +
30 + fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
31 + o.Albedo = c.rgb;
32 +
33 + o.Smoothness = tex2D(_GlossMap,IN.uv_GlossMap).r;
34 + o.Specular = _SpecColor.rgb;
35 +
36 + o.Alpha = c.a;
37 + }
38 + ENDCG
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40 + FallBack "Diffuse"
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1 +Shader "I_Jemin/Metallic" {
2 + Properties {
3 + _MainTex ("Albedo (RGB)", 2D) = "white" {}
4 + _NormalMap("Normal Map",2D) = "black" {}
5 + _MetallicTex("Metallic Map",2D) = "black" {}
6 + _Smooth("Smooth",Range(0,1)) = 0.5
7 +
8 + }
9 + SubShader {
10 + Tags { "RenderType"="Opaque" }
11 +
12 + CGPROGRAM
13 + // Physically based Standard lighting model, and enable shadows on all light types
14 + #pragma surface surf Standard fullforwardshadows
15 +
16 +
17 + sampler2D _MainTex;
18 + sampler2D _MetallicTex;
19 + sampler2D _NormalMap;
20 + float _Smooth;
21 +
22 + struct Input {
23 + float2 uv_MainTex;
24 + float2 uv_MetallicTex;
25 + float2 uv_NormalMap;
26 + };
27 +
28 + half _Metallic;
29 +
30 + void surf (Input IN, inout SurfaceOutputStandard o) {
31 + o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
32 +
33 + fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
34 + o.Albedo = c.rgb;
35 + o.Smoothness = _Smooth;
36 +
37 + o.Metallic = tex2D(_MetallicTex,IN.uv_MetallicTex).r;
38 +
39 + o.Alpha = c.a;
40 + }
41 + ENDCG
42 + }
43 + FallBack "Diffuse"
44 +}
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...@@ -6,4 +6,6 @@ Just my shader practice lab ...@@ -6,4 +6,6 @@ Just my shader practice lab
6 - (Manual) Blinn-Phong 6 - (Manual) Blinn-Phong
7 - Half Lambert 7 - Half Lambert
8 - Rim Light 8 - Rim Light
9 -- Toon Ramp by Diffuse Wrapping
...\ No newline at end of file ...\ No newline at end of file
9 +- Toon Ramp by Diffuse Wrapping
10 +- Standard Metallic
11 +- Standard Specular
...\ No newline at end of file ...\ No newline at end of file
......