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UNITY- [Triple s] 캐릭터 모델링 및 쉐이딩(Unity - Vertex&Fragment) 출시(2018) 컨셉 - 손맵스타일 트리플s - 몬스터 chakanz.tistory.com 트리플S - 3D 캐릭터 chakanz.tistory.com 트리플s -NPC chakanz.tistory.com 2020. 5. 7.
UNITY- [Triple s-ProtoType] 캐릭터 모델링 및 쉐이딩(Unity - Vertex&Fragment) 초기 컨셉(2015) - 카툰스타일 (레퍼런스 - 길티기어) 2020. 5. 7.
UNITY - Matcap Shader "Custom/Matcap" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Matcap ("Matcap(RGB)", 2D) = "white"{} _mStrong ("MatStrong", Range(0,2) ) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _Matcap; //타일링, 오프셋 조절을 위해서 쓰임. uniform fixed4 _MainTex_ST; uniform fixed _mSt.. 2020. 5. 7.
UNITY - vertex anim Shader "Custom/VertexAni" { Properties { _mColor("Main color", Color)=(0.5,0.5,0.5,1) _Strong ("strong",range(0.05,10.0) ) = 2.0 _Speed ("speed",range(1,10.0) ) = 1.0 _Wave ("wave",range(0.002,0.02) ) = 0.002 } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Strong; float _Speed; float _Wave; float4 _mColor; st.. 2020. 5. 7.
UNITY - Outline Shader "Custom/Outline" { Properties { _Color("Main color", Color)=(0.5,0.5,0.5,1) _OutlineColor("OutlineColor",Color)=(0,0,0,1) _Outline("Outline Width",Range(0.0,0.03) ) =0.009 } // Blend SrcAlpha OneMinusSrcAlpha // Alpha blending // Blend One One // Additive // Blend OneMinusDstColor One // Soft Additive // Blend DstColor Zero // Multiplicative // Blend DstColor SrcColor // 2x Multiplicative.. 2020. 5. 7.
UNITY - Lobby 로비화면 - 물결 쉐이더. - 애니메이션(로비중앙 오브제, 깃발제외). - 지형 외곡. 2020. 5. 7.