ADD : 스크립트 업데이트 및 배경 수정
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// Upgrade NOTE: upgraded instancing buffer 'LEDScreenShader' to new syntax.
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{
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Properties
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{
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[HDR]_InputVideo("InputVideo", 2D) = "white" {}
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CGINCLUDE
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float eyeDepth;
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{
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{
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float clampResult45 = clamp( cameraDepthFade17 , 0.0 , 1.0 );
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ENDCG
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ENDCG
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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vertexDataFunc( v, customInputData );
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.eyeDepth = IN.customPack1.z;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surf( surfIN, o );
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float2 vpos = IN.pos;
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#endif
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Reference in New Issue
Block a user