URP Shader Study #12 - 카메라 벡터를 활용한 rim light의 적용
Shader "URPTraining/RimLight_Shader" { Properties { _RimPower("_RimPower", Range(0.01, 0.1)) = 0.1 _RimInten("_RimInten", Range(0.01, 100)) = 1 [HDR]_RimColor("RimColor", color) = (1,1,1,1) _AmbientColor("AmbientColor", color) = (1,1,1,1) } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Pass { Name "Universal Forward" Tags { "LightMode" = "Univ..
2023. 12. 13.