// 빌트인 렌더 파이프라인 이식판(삼국지 슬링샷 · 2026-11-09) — 원본 = WL 프로젝트 URP 셰이더 ResWork/VFX/MasterStylizedFX/Shaders/SimpleEmissive.shader (EmissiveParticle · Amplify) // GUID · 셰이더 이름 · 속성 이름을 원본과 같게 두어 WL 에서 옮겨 온 재질이 그대로 이 셰이더를 쓴다. 계산식 = 원본 Forward 패스 그대로(URP 함수 → UnityCG). Shader "EmissiveParticle" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) _TextureSample0("Texture Sample 0", 2D) = "white" {} _FresnelScale("FresnelScale", Float) = 0 _FresnelPower("FresnelPower", Float) = 0 [HideInInspector] _texcoord("", 2D) = "white" {} [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" } Pass { Cull Off ZWrite Off ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ALPHAPREMULTIPLY_ON #include "UnityCG.cginc" #include "TKS_HdrApprox.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float4 color : COLOR; float4 uv0 : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; float4 uv0 : TEXCOORD0; float3 normalWS : TEXCOORD1; float3 posWS : TEXCOORD2; }; sampler2D _TextureSample0; float4 _TextureSample0_ST; float _FresnelScale, _FresnelPower; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv0 = v.uv0; o.normalWS = UnityObjectToWorldNormal(v.normal); o.posWS = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } float4 frag(v2f i) : SV_Target { float2 uv = i.uv0.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; float4 c = i.color * (i.uv0.z + 1.0) * tex2D(_TextureSample0, uv); float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWS); float ndv = dot(i.normalWS, viewDir); float fres = _FresnelScale * pow(max(1e-4, 1.0 - ndv), _FresnelPower); float alpha = clamp(c.a + fres, 0.0, 1.0); #ifdef _ALPHATEST_ON clip(alpha - 0.5); #endif float hot; float3 rgb = TKS_HotToWhite(c.rgb, hot); // URP HDR 톤매핑·블룸 근사(TKS_HdrApprox.cginc) alpha = TKS_CelAlpha(saturate(alpha * (1.0 + hot))); // 불투명도 3단계(셀 · 2026-11-10 Fable 검토) #ifdef _ALPHAPREMULTIPLY_ON rgb *= alpha; #endif return float4(rgb, alpha); } ENDCG } } }