void PostList()

NoiseCat



귀여운 공포게임은 어떤 느낌으로 표현해야할까 테스트하다가 만들어보았습니다.

White Noise 표현은 Ronja 님의 튜토리얼을 참조하였습니다.
< https://www.ronja-tutorials.com/2018/09/02/white-noise.html >

전체 코드
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Shader "Unlit/NoiseCat"
{
    Properties
    {
        _Tint("TintColor",Color) = (0.0,0.0,0.0,0.0)

        _MainTex ("Texture", 2D) = "white" {}
        _Light("Light", 2D) = "white" {}
        _Arm("Arm", 2D) = "white" {}
        _ArmLight("ArmLight", 2D) = "white" {}
        _NoiseMask("NoiseMask", 2D) = "white" {}

        _LightStrength("LightStrength",Range(0,10)) = 0.0
        _LightBlurStrength("LightBlurStrength",Range(0,10)) = 0.0
        _NoiseStrength("NoiseStrength",Range(0,10)) = 0.0

        _WaveStart("WaveStart",Range(0,1)) = 0.0
        _WaveStrength("WaveStrength", Range(0, 10)) = 0.0
        _WaveAmptitude("WaveAmptitude",Range(0,1000)) = 0.0
        _WaveSpeed("WaveSpeed",Range(0,100)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        Blend SrcAlpha OneMinusSrcAlpha
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 position : POS;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            sampler2D _Light;
            sampler2D _Arm;
            sampler2D _ArmLight;
            sampler2D _NoiseMask;
            float4 _MainTex_ST;
            float4 _Tint;
            half _NoiseStrength;
            half _LightStrength;
            half _LightBlurStrength;
            half _WaveStart;
            half _WaveStrength;
            half _WaveAmptitude;
            half _WaveSpeed;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.position = v.vertex;
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            float rand(float3 vec) {
                float random = dot(vec, float3(12.9898, 78.233, 37.719));
                random = frac(random * 143758.5453);
                return random;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                float TimeValue = sin(_Time.* 300);
                float WaveDistance = distance(_WaveStart,i.uv.y);
                float2 ArmUV = float2(sin(-_Time.y*_WaveSpeed + _WaveAmptitude * WaveDistance)*(saturate(_WaveStart - i.uv.y)*WaveDistance*_WaveStrength), 0);
                float4 Arm = tex2D(_Arm, i.uv + ArmUV)*_Tint;
                fixed4 MainColor = tex2D(_MainTex, i.uv)*_Tint;
                MainColor = max(Arm, MainColor);
                

                float4 LightUV = float4(i.uv, 0, _LightBlurStrength + TimeValue * _LightBlurStrength);
                float4 ArmUVforLight = float4(i.uv + ArmUV, 0, _LightBlurStrength + TimeValue * _LightBlurStrength);

                fixed Light = tex2Dlod(_Light, LightUV);
                fixed ArmLight = tex2Dlod(_ArmLight, ArmUVforLight);

                float3 newNoiseSeed = float3(i.position.x, i.position.y, i.position.z)/ TimeValue*0.001;

                float Noise = tex2D(_NoiseMask, i.uv) *rand(newNoiseSeed)*(0.75+TimeValue*0.25)* _NoiseStrength;

                

                return MainColor +(Light + ArmLight )* _LightStrength + Noise ;
            }
            ENDCG
        }
    }
}

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