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// 양면 종이 셰이더 (URP)
// - 양면 렌더링: 얇은 종이 메시(Quad/Plane)의 앞뒤가 모두 보인다
// - _BaseColor: 앞뒤 공통 종이 색
// - _FrontTex: 앞면(메시의 노멀 방향 면)에만 표시되는 텍스처(인쇄물). 비우면 앞면도 종이 색 그대로
// - 하프-램버트 + 앰비언트 조명이라 그늘에서도 새까매지지 않음. 그림자 드리우기 포함
Shader "DinoLove/Paper"
{
Properties
{
_BaseColor ("Base Color (양면 종이 색)", Color) = (1, 1, 1, 1)
_FrontTex ("Front Texture (앞면 인쇄물)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "UniversalPipeline" }
// 종이는 얇아서 뒷면도 그린다
Cull Off
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_FrontTex);
SAMPLER(sampler_FrontTex);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _FrontTex_ST;
CBUFFER_END
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
output.uv = TRANSFORM_TEX(input.uv, _FrontTex);
return output;
}
half4 frag(Varyings input, bool isFrontFace : SV_IsFrontFace) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// 양면 공통 종이 색. 앞면에만 텍스처를 곱한다 (기본 white 텍스처 = 종이 색 그대로)
half3 albedo = _BaseColor.rgb;
if (isFrontFace)
albedo *= SAMPLE_TEXTURE2D(_FrontTex, sampler_FrontTex, input.uv).rgb;
// 뒷면은 노멀을 뒤집어서 조명 계산
float3 normalWS = normalize(input.normalWS);
if (!isFrontFace)
normalWS = -normalWS;
// 하프-램버트 + 앰비언트 — 부드러운 종이 음영
Light mainLight = GetMainLight();
half ndl = saturate(dot(normalWS, mainLight.direction)) * 0.5h + 0.5h;
half3 lighting = mainLight.color * ndl + SampleSH(normalWS);
return half4(albedo * lighting, 1);
}
ENDHLSL
}
// 그림자 드리우기 (없으면 종이가 공중에 뜬 것처럼 보임)
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Cull Off
HLSLPROGRAM
#pragma vertex shadowVert
#pragma fragment shadowFrag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct ShadowAttributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 shadowVert(ShadowAttributes input) : SV_POSITION
{
UNITY_SETUP_INSTANCE_ID(input);
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
half4 shadowFrag() : SV_Target
{
return 0;
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}