스택릿
스택릿 마스터 스택은 릿 마스터 스택보다 복잡한 머티리얼을 렌더링할 수 있습니다. 여기에는 릿 셰이더에서 사용할 수 있는 모든 기능이 포함되며 경우에 따라 고급 또는 더 높은 품질의 버전을 제공합니다. 예를 들어 이 스택은 스페큘러 오클루전의 고급 형태를 사용하며 릿 셰이더가 다른 광원 타입에 수행하는 것과 동일한 방식으로 면 광원에 이방성 리플렉션도 계산합니다. 또한 더 복잡해보이는 일반 기본 레이어와 함께 두 개의 수직으로 스태킹된 물리 레이어 사이의 광원 상호작용도 고려합니다.
스택릿 셰이더 그래프 생성
셰이더 그래프에서 스택릿 머티리얼을 만들려면 다음 중 하나를 수행합니다.
기존의 셰이더 그래프 수정
- Shader Editor에서 Shader Graph를 엽니다.
- Graph Settings에서 HDRP Target을 선택합니다. 타겟이 없으면 Active Targets로 이동하여 Plus 버튼을 클릭한 다음 HDRP를 선택합니다.
- Material 드롭다운에서 StackLit을 선택합니다.
새로운 셰이더 그래프 생성
- Assets > Create > Shader Graph > HDRP로 이동하여 StackLit Shader Graph를 클릭합니다.
컨텍스트
이 마스터 스택 머티리얼 타입에는 자체 그래프 설정 세트가 있습니다. 설정과 블록 간의 관계로 인해 이는 어느 블록이 그래프와 관련이 있는지에 대해 영향을 줍니다. 이 섹션은 이 마스터 스택 머티리얼 타입이 기본적으로 추가하는 블록과 이 마스터 스택 머티리얼 타입의 그래프 설정에 대한 프로퍼티를 어느 블록이 정하는지에 대한 정보를 담고 있습니다.
그래프 설정과 블록 간의 관계에 대한 자세한 내용은 컨텍스트 및 블록을 참조하십시오.
버텍스 컨텍스트
Default
When you create a new Hair Master Stack, the Vertex Context contains the following Blocks by default:
Property |
Description |
Setting Dependency |
Default Value |
[!include[](snippets/shader-graph-blocks/vertex-position.md)]
[!include[](snippets/shader-graph-blocks/vertex-normal.md)]
[!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
관련 사항
이 마스터 스택 머티리얼 타입은 기본적으로 버텍스 컨텍스트에 모든 버텍스 블록을 추가하며 그 외의 추가 관련 블록은 없습니다.
프래그먼트 컨텍스트
Default
새로운 머리카락 마스터 스택을 생성할 때 프래그먼트 컨텍스트에는 기본적으로 다음의 블록이 포함되어 있습니다.
Property |
Description |
Setting Dependency |
Default Value |
[!include[](snippets/shader-graph-blocks/base-color.md)]
[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)]
[!include[](snippets/shader-graph-blocks/bent-normal.md)]
[!include[](snippets/shader-graph-blocks/tangent-tangent-space.md)]
[!include[](snippets/shader-graph-blocks/metallic.md)]
[!include[](snippets/shader-graph-blocks/dielectric-ior.md)]
[!include[](snippets/shader-graph-blocks/smoothness.md)]
[!include[](snippets/shader-graph-blocks/emission.md)]
[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)]
[!include[](snippets/shader-graph-blocks/alpha.md)]
관련 사항
사용하는 그래프 설정에 따라 셰이더 그래프는 프래그먼트 컨텍스트에 다음 블록을 추가할 수 있습니다.
Property |
Description |
Setting Dependency |
Default Value |
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)]
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)]
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)]
[!include[](snippets/shader-graph-blocks/anisotropy.md)]
[!include[](snippets/shader-graph-blocks/baked-back-gi.md)]
[!include[](snippets/shader-graph-blocks/baked-gi.md)]
[!include[](snippets/shader-graph-blocks/coat-extinction.md)]
[!include[](snippets/shader-graph-blocks/coat-ior.md)]
[!include[](snippets/shader-graph-blocks/coat-smoothness.md)]
[!include[](snippets/shader-graph-blocks/coat-thickness.md)]
[!include[](snippets/shader-graph-blocks/coat-mask.md)]
[!include[](snippets/shader-graph-blocks/coat-normal-object-space.md)]
[!include[](snippets/shader-graph-blocks/coat-normal-tangent-space.md)]
[!include[](snippets/shader-graph-blocks/coat-normal-world-space.md)]
[!include[](snippets/shader-graph-blocks/depth-offset.md)]
[!include[](snippets/shader-graph-blocks/diffusion-profile.md)]
[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir.md)]
[!include[](snippets/shader-graph-blocks/iridescence-coat-fixup-tir-clamp.md)]
[!include[](snippets/shader-graph-blocks/iridescence-thickness.md)]
[!include[](snippets/shader-graph-blocks/iridescence-mask.md)]
[!include[](snippets/shader-graph-blocks/haze-extent.md)]
[!include[](snippets/shader-graph-blocks/haziness.md)]
[!include[](snippets/shader-graph-blocks/hazy-gloss-max-dielectric-f0.md)]
[!include[](snippets/shader-graph-blocks/lobe-mix.md)]
[!include[](snippets/shader-graph-blocks/normal-object-space.md)]
[!include[](snippets/shader-graph-blocks/normal-world-space.md)]
[!include[](snippets/shader-graph-blocks/smoothness-b.md)]
[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)]
[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)]
[!include[](snippets/shader-graph-blocks/specular-color.md)]
[!include[](snippets/shader-graph-blocks/specular-occlusion.md)]
[!include[](snippets/shader-graph-blocks/subsurface-mask.md)]
[!include[](snippets/shader-graph-blocks/tangent-object-space.md)]
[!include[](snippets/shader-graph-blocks/tangent-world-space.md)]
[!include[](snippets/shader-graph-blocks/thickness.md)]
그래프 설정
표면 옵션
Property |
Description |
[!include[](snippets/shader-properties/surface-options/surface-type.md)]
[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
[!include[](snippets/shader-properties/surface-options/depth-test.md)]
[!include[](snippets/shader-properties/surface-options/depth-write.md)]
[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
[!include[](snippets/shader-properties/surface-options/back-then-front-rendering.md)]
[!include[](snippets/shader-properties/surface-options/transparent-depth-prepass.md)]
[!include[](snippets/shader-properties/surface-options/transparent-depth-postpass.md)]
[!include[](snippets/shader-properties/surface-options/transparent-writes-motion-vectors.md)]
[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
[!include[](snippets/shader-properties/surface-options/use-shadow-threshold.md)]
[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
[!include[](snippets/shader-properties/surface-options/double-sided-mode.md)]
[!include[](snippets/shader-properties/surface-options/fragment-normal-space.md)]
[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
[!include[](snippets/shader-properties/surface-options/receive-ssr.md)]
[!include[](snippets/shader-properties/surface-options/receive-ssr-transparent.md)]
[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
[!include[](snippets/shader-properties/surface-options/ss-depth-offset.md)]
[!include[](snippets/shader-properties/surface-options/base-color-parametrization.md)]
[!include[](snippets/shader-properties/surface-options/energy-conserving-specular.md)]
[!include[](snippets/shader-properties/surface-options/anisotropy-stacklit.md)]
[!include[](snippets/shader-properties/surface-options/coat.md)]
[!include[](snippets/shader-properties/surface-options/coat-normal.md)]
[!include[](snippets/shader-properties/surface-options/dual-specular-lobe.md)]
[!include[](snippets/shader-properties/surface-options/dual-specular-lobe-parametrization.md)]
[!include[](snippets/shader-properties/surface-options/cap-haziness-for-non-metallic.md)]
[!include[](snippets/shader-properties/surface-options/iridescence.md)]
[!include[](snippets/shader-properties/surface-options/transmission.md)]
[!include[](snippets/shader-properties/surface-options/specular-occlusion-mode-stacklit.md)]
[!include[](snippets/shader-properties/surface-options/anisotropy-for-area-lights.md)]
[!include[](snippets/shader-properties/surface-options/base-layer-uses-refracted-angles.md)]
[!include[](snippets/shader-properties/surface-options/recompute-stack-and-iridescence.md)]
[!include[](snippets/shader-properties/surface-options/honor-per-light-max-smoothness.md)]
왜곡
이 설정 세트는 Surface Type을 Transparent로 설정한 경우에만 표시됩니다.
Property |
Description |
[!include[](snippets/shader-properties/distortion/distortion.md)]
[!include[](snippets/shader-properties/distortion/distortion-blend-mode.md)]
[!include[](snippets/shader-properties/distortion/distortion-depth-test.md)]
고급 옵션
Property |
Description |
[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
[!include[](snippets/shader-properties/advanced-options/override-baked-gi.md)]
[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]