[Unity] 그래픽-6. 둥둥 셰이더 그래프와 서브 그래프
PBR vs Polyart
- PBR: 이것저것 적용됨
- Vectex’sVector = Normalized Of (Sum Of (Vertex’s Vectors))
- Polyart: Normal Vector 회전 안 시킨 raw한 상태의 모델
- Vertex’sVectors = List.ADD(adjacent face’s normal vector)

Sub-Graph: PosToTimelySinY

VectexFloating(둥둥 효과)


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