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unitycoder revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,3 +1,4 @@ // https://unitycoder.com/blog/2021/10/09/draw-new-unity-logo-using-surface-shader-default-cube/ Shader "Custom/UnityLogoShader" { Properties -
unitycoder revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -34,7 +34,7 @@ struct Input void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.vertexNormal = abs(v.normal); // Aah, this is why normal wasnt Normal! } void surf (Input IN, inout SurfaceOutputStandard o) -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,69 @@ Shader "Custom/UnityLogoShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows vertex:vert #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 vertexNormal; }; half _Glossiness; half _Metallic; fixed4 _Color; UNITY_INSTANCING_BUFFER_START(Props) UNITY_INSTANCING_BUFFER_END(Props) void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.vertexNormal = abs(v.normal); } void surf (Input IN, inout SurfaceOutputStandard o) { float2 uv = IN.uv_MainTex; float3 normal = IN.vertexNormal; float c=0; float s1 = 0.37; float s2 = 0.8; // right panel if (normal.z>0.99) { c= 1-((step(uv.x,0.8)-step(uv.x,0.37))*(step(uv.y,0.63)-step(uv.y,0.2))); float l =1-(distance(uv.x,1-uv.y)<0.1&uv.y>0.5); o.Albedo = c*l; }else{ // other panels c = 1-((step(uv.x,s2)-step(uv.x,s1))*(step(uv.y,s2)-step(uv.y,s1))); // lol float l =1-(distance(uv.x,uv.y)<0.1&uv.x<0.5); // lolx2 o.Albedo = c*l; } o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = 1; } ENDCG } FallBack "Diffuse" }