<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Shader on GameSweetGame</title><link>https://gamesweetgame.com/tags/shader/</link><description>Recent content in Shader on GameSweetGame</description><generator>Hugo -- gohugo.io</generator><language>ko</language><lastBuildDate>Fri, 21 Feb 2025 00:00:00 +0900</lastBuildDate><atom:link href="https://gamesweetgame.com/tags/shader/index.xml" rel="self" type="application/rss+xml"/><item><title>Unity Sword Trail Effect</title><link>https://gamesweetgame.com/en/posts/unity-sword-trail-effect/</link><pubDate>Fri, 21 Feb 2025 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/posts/unity-sword-trail-effect/</guid><description>&lt;p&gt;I added basic attack animations to my character controller.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Basic attack" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Swinging the sword felt empty. Games I&amp;rsquo;ve played always had that afterimage trail effect when swinging fast.&lt;/p&gt;
&lt;h2 id="implementation"&gt;Implementation
&lt;/h2&gt;&lt;p&gt;Generate a mesh along the sword&amp;rsquo;s trajectory.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Sword trajectory as mesh" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Draw a texture on the mesh and push it with a shader. The timing needs to follow right behind the sword&amp;rsquo;s path.&lt;/p&gt;
&lt;p&gt;To sync the timing, adjust the shader texture Offset while watching the sword in the animation.&lt;/p&gt;
&lt;p&gt;After searching for how animation stores shader texture values, I found &lt;code&gt;Material._MainTex_ST&lt;/code&gt;.&lt;/p&gt;
&lt;p&gt;Now I can control shader values through animation.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Sword trail texture following the blade" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;

 &lt;blockquote&gt;
 &lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Set the shader texture mode to &lt;strong&gt;Clamp&lt;/strong&gt; instead of Wrap. Otherwise the texture keeps repeating. With Clamp, it extends the last pixel seamlessly.&lt;/p&gt;

 &lt;/blockquote&gt;
&lt;p&gt;&lt;img alt="Final result" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Basic sword trail effect done. Next step: make it 3D and add more options for fancier effects.&lt;/p&gt;
&lt;h3 id="extra-tip"&gt;Extra Tip
&lt;/h3&gt;&lt;p&gt;&lt;img alt="Broken option" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;When keying the animation, use the &lt;strong&gt;Broken&lt;/strong&gt; tangent option to prevent the texture from visibly snapping back to the start when the attack animation ends.&lt;/p&gt;</description></item><item><title>DirectX 라이팅 기초 — Ambient, Diffuse, Specular</title><link>https://gamesweetgame.com/p/directx-%EB%9D%BC%EC%9D%B4%ED%8C%85-%EA%B8%B0%EC%B4%88-ambient-diffuse-specular/</link><pubDate>Wed, 03 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/p/directx-%EB%9D%BC%EC%9D%B4%ED%8C%85-%EA%B8%B0%EC%B4%88-ambient-diffuse-specular/</guid><description>&lt;h2 id="라이팅-계산"&gt;라이팅 계산
&lt;/h2&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-hlsl" data-lang="hlsl"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalAmbient &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvAmbient &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fvBaseColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalDiffuse &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvDiffuse &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fNDotL &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fvBaseColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalSpecular &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvSpecular &lt;span style="color:#f92672"&gt;*&lt;/span&gt; pow( fRDotV, fSpecularPower );
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;return&lt;/span&gt;( saturate( fvTotalAmbient &lt;span style="color:#f92672"&gt;+&lt;/span&gt; fvTotalDiffuse &lt;span style="color:#f92672"&gt;+&lt;/span&gt; fvTotalSpecular ) );
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;h2 id="메모"&gt;메모
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;code&gt;saturate()&lt;/code&gt;는 0~1 사이의 값으로 클램핑&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;HDR에서는 saturate 함수를 사용하면 안 됨&lt;/strong&gt; (1.0 이상의 값이 필요하기 때문)&lt;/li&gt;
&lt;li&gt;텍스처 압축하기 때문에 큰 용량 가능&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;림라이트&lt;/strong&gt;는 버텍스에서 노멀벡터와 연산 하는게 테크닉&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>DirectX UI 시스템 구현</title><link>https://gamesweetgame.com/p/directx-ui-%EC%8B%9C%EC%8A%A4%ED%85%9C-%EA%B5%AC%ED%98%84/</link><pubDate>Mon, 01 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/p/directx-ui-%EC%8B%9C%EC%8A%A4%ED%85%9C-%EA%B5%AC%ED%98%84/</guid><description>&lt;p&gt;엔티티를 만들 때 UITestScript를 컴포넌트로 추가한다. 생성할 때 종류를 넣어준다.&lt;/p&gt;
&lt;p&gt;Update 함수 안에 종류 별로 구현.&lt;/p&gt;
&lt;h2 id="ui-종류"&gt;UI 종류
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;STATIC&lt;/strong&gt; — 그냥 가만히 있는 UI&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;ONMOUSE&lt;/strong&gt; — 마우스를 올리면 숨쉬고 있는 UI&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;GAUGE&lt;/strong&gt; — 게임에서 시간이나 배고픔, 미니게임 등 사용가능한 게이지 UI&lt;/li&gt;
&lt;li&gt;만약 애니메이션이 추가 되면 더 늘려야 함&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="shader-code"&gt;Shader Code
&lt;/h2&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-hlsl" data-lang="hlsl"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; main(PixelIn input) &lt;span style="color:#f92672"&gt;:&lt;/span&gt; SV_TARGET
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;{
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;0&lt;/span&gt;);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt;(UItype &lt;span style="color:#f92672"&gt;==&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// 텍스처 좌표가 0과 1을 벗어나면 frac 함수를 사용하여&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// 해당 범위 내로 되돌려주어 반복&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.x &lt;span style="color:#f92672"&gt;=&lt;/span&gt; frac(input.tex.x);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.y &lt;span style="color:#f92672"&gt;=&lt;/span&gt; frac(input.tex.y);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (texColor.a &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;0.01&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt;(UItype &lt;span style="color:#f92672"&gt;==&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;2&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt; textureOffset &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;0.0f&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;0.0f&lt;/span&gt;);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt; textureSize &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;1.0f&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; textureTranslation);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// 텍스처 좌표가 특정 영역을 벗어나면 투명하게 처리&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (input.tex.x &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; textureOffset.x &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.x &lt;span style="color:#f92672"&gt;&amp;gt;&lt;/span&gt; textureOffset.x &lt;span style="color:#f92672"&gt;+&lt;/span&gt; textureSize.x &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; input.tex.y &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; textureOffset.y &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; input.tex.y &lt;span style="color:#f92672"&gt;&amp;gt;&lt;/span&gt; textureOffset.y &lt;span style="color:#f92672"&gt;+&lt;/span&gt; textureSize.y)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (texColor.a &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;0.01&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;return&lt;/span&gt; texColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;}
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;h3 id="핵심-포인트"&gt;핵심 포인트
&lt;/h3&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;UItype == 1 (ONMOUSE):&lt;/strong&gt; &lt;code&gt;frac()&lt;/code&gt;으로 텍스처 좌표를 0~1 범위로 반복시켜 숨쉬는 느낌 구현&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;UItype == 2 (GAUGE):&lt;/strong&gt; &lt;code&gt;textureTranslation&lt;/code&gt;으로 텍스처 표시 영역을 조절해서 게이지 채워지는 효과&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;else (STATIC):&lt;/strong&gt; 단순 텍스처 샘플링, 알파 0.01 미만이면 discard&lt;/li&gt;
&lt;/ul&gt;</description></item></channel></rss>