GCM#4 アーティストのためのプログラマブルシェーダー講座Part2
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Transcript of GCM#4 アーティストのためのプログラマブルシェーダー講座Part2
: Part 2
Part2016/05/16
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Part21
Technical Artist 3D Unity Certified Developer
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3GDCUnity CertificationUNityUnitycertfiedT2
thinkit.co.jp VR
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VR3
Tomb of the GolemsTomb of the GolemsQ&A
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2015/11
:http://cr.gree.jp/blog/2015/11/2502
:http://www.slideshare.net/greeart/gcm3
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3D
UI
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Tomb of the Golems
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Tomb of the Golems
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Tomb of the Golems GearVR : Galaxy S6 : Unity
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4DiffuseEffectsUIUnlit
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Unlit
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Diffuse Unlit
Light Probe
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Diffuse
Normal MapSpecular Normal Map VR Parallax Map
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Effects / UI ShurikenUI uGUI VR
AdditiveAlpha BlendUI
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DiffuseFadeFlashBumpEffectsAdditiveAlpha BlendUITransparentTextUnlitFadeFlash
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FlashFadeEmission with Mask
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DiffuseFadeFlashBumpEffectsAdditiveAlpha BlendUITransparentTextUnlitFadeFlashBoss EyeStaffLogoBackground
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/
Particles = Effectscginc
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Tomb of the Golems
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Sphere
GCM#32015/11
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Sphere Rim Alpha// fixed ndv = dot(normal, normalize(viewDir));fixed ndvInv = 1 - ndv;// _Borderfixed stepOut = step(ndv, _Border);fixed stepIn = step(ndvInv, _BorderInv);// Rim fixed rimOut = (ndv + _BorderInv) * stepOut;Fixed rimIn = (ndvInv + _Border) * stepIn;// Rim fixed mask = pow(maskOut, _PowerOut) + pow(maskIn, _PowerIn);
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UVUV
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UV128*128 px
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UV
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UVMatrix4x4 SetMatrix() // C#: Transfrom4x4Matrix4x4.TRS(translate, rotation, scale);
// Shader: UVhalf2 eyeUV = mul(_eyeMatrix, half4(texcoord.u, texcoord.v, 0, 1));
// C#: material.SetMatrix(PropertyID, matrix);
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----- (5/12/16 15:02) -----c# Shader
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// Pass {ColorMask 0;}
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RenderQueue +1
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Alpha y=x^2
// 1 - value// clamp(0, 1)fixed value = pow(texcoord.u, 2) +offset;
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Emission y= (x^2) // offset _Time // Material Animator fixed value = sqrt(pow((texcoord.u + offset), 2));
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cginc
// // cginc#include ../Cginc/fileName.cginc"
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Questions ?
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RenderQueu CGINC
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