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		<title>Getting started with Shader Graph &#8211; Shader Graph Window</title>
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		<category><![CDATA[UnityShader]]></category>
		<category><![CDATA[Graph]]></category>
		<category><![CDATA[Shader]]></category>
		<category><![CDATA[Shader Graph Window]]></category>
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					<description><![CDATA[<p>https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html Shader Graph Window Description Shader Graph Window에는Shader Graph 시스템을 사용하여 셰이더를 생성하는 작업 공간이 포함되어 있습니다. The&#160;Shader Graph Window&#160;contains the workspace for creating shaders using the&#160;Shader Graph&#160;system. Shader Graph Window을 열려면 먼저 Shader Graph Asset을 생성해야 합니다. 자세한 정보는 시작하기 섹션을 참조하십시오.To open the&#160;Shader Graph Window&#160;you must first create a&#160;Shader Graph Asset. For more [&#8230;]</p>
<p>The post <a href="https://lycos7560.com/unity/shader-graph-window/37987/">Getting started with Shader Graph &#8211; Shader Graph Window</a> appeared first on <a href="https://lycos7560.com">어제와 내일의 나 그 사이의 이야기</a>.</p>
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<p><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html" target="_blank" rel="noreferrer noopener">https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html</a></p>



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							Getting started with Shader Graph &#8211; Shader Graph Window						</div>
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						<ol class="uagb-toc__list"><li class="uagb-toc__list"><a href="#shader-graph-window" class="uagb-toc-link__trigger">Shader Graph Window</a><ul class="uagb-toc__list"><li class="uagb-toc__list"><a href="#blackboard" class="uagb-toc-link__trigger">Blackboard</a><li class="uagb-toc__list"><li class="uagb-toc__list"><a href="#main-preview" class="uagb-toc-link__trigger">Main Preview</a><li class="uagb-toc__list"><li class="uagb-toc__list"><a href="#graph-inspector" class="uagb-toc-link__trigger">Graph Inspector</a></ul></ol>					</div>
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<div class="wp-block-uagb-advanced-heading uagb-block-03d17943"><h1 class="uagb-heading-text">Shader Graph Window</h1></div>



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<p class="has-medium-font-size"><strong>Description</strong></p>



<p><strong>Shader Graph Window</strong>에는<strong>Shader Graph</strong> 시스템을 사용하여 셰이더를 생성하는 작업 공간이 포함되어 있습니다. <br>The&nbsp;<strong>Shader Graph Window</strong>&nbsp;contains the workspace for creating shaders using the&nbsp;<strong>Shader Graph</strong>&nbsp;system.</p>



<p><strong>Shader Graph Window</strong>을 열려면 먼저 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>을 생성해야 합니다. 자세한 정보는 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Getting-Started.html" target="_blank" rel="noreferrer noopener">시작하기 섹션을 참조</a>하십시오.<br>To open the&nbsp;<strong>Shader Graph Window</strong>&nbsp;you must first create a&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>. For more information see the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Getting-Started.html" target="_blank" rel="noreferrer noopener">Getting Started</a>&nbsp;section.</p>



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<p class="has-medium-font-size"><strong>Title Bar</strong></p>



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<p>Title Bar는 <strong>Shader Graph Window</strong> 상단에 위치하며<strong> <strong>Graph</strong></strong>에 수행할 수 있는 작업을 포함하고 있습니다.<br>The title bar at the top of the&nbsp;<strong>Shader Graph Window</strong>&nbsp;contains actions that can be performed on the&nbsp;<strong>Graph</strong>.</p>



<figure class="wp-block-table"><table><thead><tr><th>Item</th><th>Description</th></tr></thead><tbody><tr><td>Save Asset</td><td><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>을 업데이트하기 위해 그래프를 저장합니다.<br>Saves the graph to update the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a></td></tr><tr><td>Save As</td><td>새 이름으로 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>을 저장할 수 있는 파일 대화 상자를 엽니다.<br>Opens a file dialog that allows the user to save out the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>&nbsp;under a new name.</td></tr><tr><td>Show In Project</td><td><a href="https://docs.unity3d.com/Manual/ProjectView.html" target="_blank" rel="noreferrer noopener">Project Window</a>에서 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>을 강조 표시합니다.<br>Highlights the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>&nbsp;in the&nbsp;<a href="https://docs.unity3d.com/Manual/ProjectView.html" target="_blank" rel="noreferrer noopener">Project Window</a><br><img decoding="async" width="250" height="47" class="wp-image-37989" style="width: 250px;" src="https://lycos7560.com/wp-content/uploads/2024/03/image-10.png" alt=""></td></tr><tr><td>Check Out</td><td>버전 관리가 활성화된 경우, 소스 제어 공급자로부터 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>을 체크아웃합니다.<br>If version control is enabled, this will check out the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>&nbsp;from the source control provider.</td></tr><tr><td>Color Mode</td><td>그래프의 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Color-Modes.html" target="_blank" rel="noreferrer noopener">Color Mode</a>를 선택할 수 있는 드롭다운 메뉴를 제공합니다.<br>Provides the drop down menu to select a&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Color-Modes.html" target="_blank" rel="noreferrer noopener">Color Mode</a>&nbsp;for the graph.</td></tr><tr><td>Blackboard</td><td><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Blackboard.html" target="_blank" rel="noreferrer noopener">Blackboard</a>의 가시성을 전환합니다.<br>Toggles visibility of the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Blackboard.html" target="_blank" rel="noreferrer noopener">Blackboard</a>.</td></tr><tr><td>Graph Inspector</td><td><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Internal-Inspector.html" target="_blank" rel="noreferrer noopener">Graph Inspector</a>의 가시성을 전환합니다.<br>Toggles visibility of the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Internal-Inspector.html" target="_blank" rel="noreferrer noopener">Graph Inspector</a>.</td></tr><tr><td>Main Preview</td><td><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Main-Preview.html" target="_blank" rel="noreferrer noopener">Main Preview</a>의 가시성을 전환합니다.<br>Toggles visbility of the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Main-Preview.html" target="_blank" rel="noreferrer noopener">Main Preview</a>.</td></tr></tbody></table></figure>



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<p class="has-medium-font-size"><strong>Workspace</strong></p>



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<p>Workspace는 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Node</a>&nbsp;networks를 생성하는 곳입니다.<br>The workspace is where you create&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Node</a>&nbsp;networks.</p>



<p>Alt 키를 누른 채로 왼쪽 마우스 버튼을 눌러서 마우스 스크롤 휠로 패닝 및 줌할 수 있습니다.<br>You can navigate the workspace by holding Alt and left mouse button to pan and zoom with the scroll wheel.</p>



<p>마우스 왼쪽 버튼을 누른 채로 드래그하여 마르키를 사용하여 여러 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 선택할 수 있습니다.<br>You can hold left mouse button and drag to select multiple&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;with a marquee. <br>(&#8220;마르키(marquee)&#8221;는 그래픽 사용자 인터페이스에서 여러 항목을 선택하는 방법을 설명하는 용어)</p>



<p>더 나은 워크플로를 위해 다양한 바로 가기 키도 사용할 수 있습니다.<br>There are also various shortcut keys to use for better workflow.</p>



<figure class="wp-block-table"><table><thead><tr><th>Hotkey</th><th>Windows</th><th>OSX</th><th>Description</th></tr></thead><tbody><tr><td>Cut</td><td>Ctrl + X</td><td>Command + X</td><td>선택한 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Node</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">s</a>를 클립보드로 잘라냅니다.<br>Cuts selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;to the clipboard</td></tr><tr><td>Copy</td><td>Ctrl + C</td><td>Command + C</td><td>선택한<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 클립보드로 복사합니다.<br>Copies selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;to the clipboard</td></tr><tr><td>Paste</td><td>Ctrl + V</td><td>Command + V</td><td>클립보드에 있는 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 붙여넣습니다.<br>Pastes&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;in the clipboard</td></tr><tr><td>Focus</td><td>F</td><td>F</td><td>모든 또는 선택한 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nodes</a>에 대해 작업 공간에 포커스를 맞춥니다.<br>Focus the workspace on all or selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a></td></tr><tr><td>Create Node</td><td>Spacebar</td><td>Spacebar</td><td><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Create-Node-Menu.html" target="_blank" rel="noreferrer noopener">Create Node Menu</a>를 엽니다.<br>Opens the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Create-Node-Menu.html" target="_blank" rel="noreferrer noopener">Create Node Menu</a></td></tr></tbody></table></figure>



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<p class="has-medium-font-size"><strong>Context Menu</strong></p>



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<p>작업 공간 내에서 마우스 오른쪽 버튼을 클릭하면 컨텍스트 메뉴가 열립니다.<br>Right clicking within the workspace will open a context menu. </p>



<p>작업 공간 내의 항목(예: <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">e</a>)을 마우스 오른쪽 버튼으로 클릭하면 해당 항목의 컨텍스트 메뉴가 열리며 작업 공간의 메뉴가 열리지 않음에 유의하세요.<br>Note that right clicking on an item within the workspace, such as a&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">e</a>, will open the context menu for that item and not the workspace.</p>



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<figure class="wp-block-table"><table><thead><tr><th>Item</th><th>Description</th></tr></thead><tbody><tr><td>Create Node</td><td><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Create-Node-Menu.html" target="_blank" rel="noreferrer noopener">Create Node Menu</a>를 엽니다.<br>Opens the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Create-Node-Menu.html" target="_blank" rel="noreferrer noopener">Create Node Menu</a>.</td></tr><tr><td>Create Sticky Note</td><td>생성 그래프에 새로운 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Sticky-Notes.html" target="_blank" rel="noreferrer noopener">Sticky Note</a>를 생성합니다.<br>Creates a new&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Sticky-Notes.html" target="_blank" rel="noreferrer noopener">Sticky Note</a>&nbsp;on the Graph.</td></tr><tr><td>Collapse All Previews</td><td>축소 모든 &nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>의 미리보기를 축소합니다.<br>Collapses previews on all&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a></td></tr><tr><td>Cut</td><td>선택한 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 클립보드로 잘라냅니다.<br>Cuts selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;to the clipboard</td></tr><tr><td>Copy</td><td>선택한 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 클립보드로 복사합니다.<br>Copies selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;to the clipboard</td></tr><tr><td>Paste</td><td>클립보드에 있는<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 붙여넣습니다.<br>Pastes&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>&nbsp;in the clipboard</td></tr><tr><td>Delete</td><td>선택한 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 삭제합니다.<br>Deletes selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a></td></tr><tr><td>Duplicate</td><td>선택한 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>를 복제합니다.<br>Duplicates selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a></td></tr><tr><td>Select / Unused Nodes</td><td>마스터 스택에서 최종 셰이더 출력에 기여하지 않는 그래프의 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">es</a>를 선택합니다.<br>Selects all nodes on the graph that are not contributing to the final shader output from the Master Stack.</td></tr><tr><td>View / Collapse Ports</td><td>축소 선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>의 사용되지 않은 포트를 축소합니다.<br>Collapses unused ports on all selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a> </td></tr><tr><td>View / Expand Ports</td><td>확장 선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>의 사용되지 않은 포트를 확장합니다.<br>Expands unused ports on all selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a></td></tr><tr><td>View / Collapse Previews</td><td>축소 선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a>의 미리보기를 축소합니다.<br>Collapses previews on all selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">Nodes</a></td></tr><tr><td>View / Expand Previews</td><td>확장 선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">es</a>의 미리보기를 확장합니다.<br>Expands previews on all selected&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">es</a></td></tr><tr><td>Precision / Inherit</td><td>선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">es</a>의 정밀도를 상속으로 설정합니다.<br>Sets precision of all selected Nodes to Inherit.</td></tr><tr><td>Precision / Float</td><td>선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">es</a>의 정밀도를 부동 소수점으로 설정합니다.<br>Sets precision on all selected nodes to Float.</td></tr><tr><td>Precision / Half</td><td>선택한 모든 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html">Nod</a><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Node.html" target="_blank" rel="noreferrer noopener">es</a>의 정밀도를 반정밀 부동 소수점으로 설정합니다.<br>Sets precision on all selected nodes to Half.</td></tr></tbody></table></figure>



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<div class="wp-block-uagb-advanced-heading uagb-block-01c4fe3f"><h3 class="uagb-heading-text">Blackboard</h3></div>



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<p><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Blackboard.html" target="_blank" rel="noreferrer noopener">https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Blackboard.html</a></p>



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<p class="has-medium-font-size"><strong>Description</strong></p>



<p>Blackboard를 사용하여 그래프의 &nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Property-Types.html" target="_blank" rel="noreferrer noopener">Properties</a> 및 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Keywords.html" target="_blank" rel="noreferrer noopener">Keywords</a>를 정의, 정렬 및 분류할 수 있습니다.<br>You can use the Blackboard to define, order, and categorize the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Property-Types.html" target="_blank" rel="noreferrer noopener">Properties</a>&nbsp;and&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Keywords.html" target="_blank" rel="noreferrer noopener">Keywords</a>&nbsp;in a graph. </p>



<p>Blackboard에서 선택한 Shader Graph 에셋 또는 Sub Graph의 경로도 편집할 수 있습니다.<br>From the Blackboard, you can also edit the path for the selected Shader Graph Asset or Sub Graph.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="409" height="679" src="https://lycos7560.com/wp-content/uploads/2024/03/image-18.png" alt="" class="wp-image-37999" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-18.png 409w, https://lycos7560.com/wp-content/uploads/2024/03/image-18-181x300.png 181w" sizes="(max-width: 409px) 100vw, 409px" /></figure>



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<p class="has-medium-font-size"><strong>Accessing the Blackboard</strong></p>



<p>Blackboard는 기본적으로 표시되며, 그래프에서 끌어내려서 분실할 수 없습니다.<br>The Blackboard is visible by default, and you cannot drag it off the graph and lose it. </p>



<p>하지만, 블랙보드를 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html" target="_blank" rel="noreferrer noopener">Shader Graph Window</a>. 의 어디든 위치시킬 수 있습니다.<br>However, you are able to position it anywhere in the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html" target="_blank" rel="noreferrer noopener">Shader Graph Window</a>. </p>



<p>창 크기를 조정하더라도 블랙보드는 항상 가장 가까운 모퉁이로부터 동일한 거리를 유지합니다.<br>It always maintains the same distance from the nearest corner, even if you resize the window.</p>



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<p class="has-medium-font-size"><strong>Adding properties and keywords to the Blackboard</strong></p>



<p>새로운 속성 또는 키워드를 생성하려면 블랙보드의 제목 표시줄에 있는 추가 <strong>Add (+)</strong>&nbsp;버튼을 클릭하고 유형을 선택하십시오. <br>To create a new property or keyword, click the&nbsp;<strong>Add (+)</strong>&nbsp;button on the Blackboard&#8217;s title bar and select a type.</p>



<p>속성 유형의 전체 목록은 &#8220;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Property-Types.html" target="_blank" rel="noreferrer noopener">Property Types</a>&#8220;을 참조하십시오.<br>For a full list of property types, see&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Property-Types.html" target="_blank" rel="noreferrer noopener">Property Types</a>.</p>



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<p class="has-medium-font-size"><strong>Editing properties and keywords</strong></p>



<p>Blackboard 또는 Graph에서 속성 또는 키워드를 선택하여 노드 설정 메뉴에서 설정을 수정합니다.<br>Select a property or keyword in the Blackboard or graph to modify its settings in the Node Settings Menu.</p>



<figure class="wp-block-table"><table><thead><tr><th>Setting</th><th>Description</th></tr></thead><tbody><tr><td>Name</td><td>속성의 표시 이름입니다.<br>The property&#8217;s display name.<br>에디터는 디스플레이 이름에서 따옴표를 제거하고 밑줄로 대체합니다.<br>The Editor strips quotation marks from display names and replaces them with underscores. <br>이름을 변경하려면 Blackboard에서 해당 이름을 두 번 클릭하여 항목을 다시 명명하십시오.<br>Rename an item via the Blackboard by double-clicking on its name.</td></tr><tr><td>Reference</td><td>Shader Graph가이 속성에 대해 내부적으로 사용하는 이름입니다.<br>The name that Shader Graph uses internally for this property.<br>에디터는 기본적으로이 값을 채웁니다. 그러나 이 값을 수정할 수 있습니다. <br>Although the Editor populates this value by default, you can modify it.<br>원래 참조 이름으로 되돌리려면 참조 단어 (입력 필드가 아님)를 마우스 오른쪽 버튼으로 클릭하고<br>To revert to the original reference name, right-click on the word&nbsp;<strong>Reference</strong>&nbsp;(not the entry field)<br>컨텍스트 메뉴에서 <strong>&#8220;참조 재설정&#8221;</strong>을 선택하십시오. <br>and select&nbsp;<strong>Reset Reference</strong>&nbsp;in the context menu. <br>참조 이름에 HLSL이 지원하지 않는 문자가 포함되어 있으면 에디터가 해당 문자를 밑줄( &#8216; _ &#8216; )로 대체합니다.<br> If the Reference Name contains any characters that HLSL does not support, the Editor replaces those characters with underscores ( &#8216; _ &#8216; ).</td></tr><tr><td>Default</td><td>이 Shader Graph를 기반으로 하는 모든 소재에서 이 속성의 기본값입니다.<br>The default value of this property in any Material based on this Shader Graph.<br>예를 들어, 잔디용 Shader Graph를 작성하고 잔디 색상을 속성으로 노출하는 경우 기본값을 녹색으로 설정할 수 있습니다.<br> For example, if you have a Shader Graph for grass and expose the grass color as a property, you might set the default to Green.</td></tr><tr><td>Precision</td><td>Set the precision mode for the property. See&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Precision-Modes.html">Precision Modes</a>.</td></tr><tr><td>Exposed</td><td>Enable this setting to make the property available for you to edit via the C# API. Enabled by default.</td></tr></tbody></table></figure>



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<figure class="wp-block-image size-full"><img decoding="async" width="614" height="436" src="https://lycos7560.com/wp-content/uploads/2024/03/image-20.png" alt="" class="wp-image-38002" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-20.png 614w, https://lycos7560.com/wp-content/uploads/2024/03/image-20-300x213.png 300w" sizes="(max-width: 614px) 100vw, 614px" /></figure>
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<p class="has-medium-font-size"><strong>Modifying and selecting keywords and properties</strong></p>



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<ul class="wp-block-list">
<li>블랙보드에 나열된 항목의 순서를 변경하려면 해당 항목을 끌어다 놓으십시오.<br>To reorder items listed on the Blackboard, drag and drop them.</li>



<li>항목을 삭제하려면 Windows에서는 Delete 키를 누르거나 macOS에서는 Command + Backspace 키를 사용하십시오.<br>To delete items, use the <strong>Delete key</strong> on <strong>Windows or Command + Backspace keys</strong> on macOS.</li>



<li>여러 항목을 선택하려면 선택을 하면서 <strong>Ctrl 키</strong>를 누르십시오. <br>To select multiple items, hold down the <strong>Ctrl key </strong>while making your selections.</li>



<li>하나 또는 여러 항목의 선택을 취소하려면 해당 항목을 클릭하면서 Ctrl 키를 누른 채로 제거하려는 항목을 클릭하십시오.<br>To cancel the selection of one or multiple items, hold down the Ctrl key while clicking on the items you want to remove from the selection.</li>
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<p class="has-medium-font-size"><strong>Using Blackboard categories</strong></p>



<p>셰이더의 속성을 더 쉽게 검색하려면 categories로 구성하십시오.<br>To make the properties in your shader more discoverable, organize them into categories. </p>



<p>범주를 확장하고 축소하여 Blackboard을 더 쉽게 탐색할 수 있습니다.<br>Expand and collapse categories to make the Blackboard easier to navigate.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="604" height="293" src="https://lycos7560.com/wp-content/uploads/2024/03/image-22.png" alt="" class="wp-image-38004" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-22.png 604w, https://lycos7560.com/wp-content/uploads/2024/03/image-22-300x146.png 300w" sizes="(max-width: 604px) 100vw, 604px" /></figure>



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<p class="has-medium-font-size"><strong>Creating, renaming, moving, and deleting categories</strong></p>



<ul class="wp-block-list">
<li>카테고리를 추가하려면 Blackboard에서 +를 사용하십시오.<br>To add a category, use&nbsp;<strong>+</strong>&nbsp;on the Blackboard.</li>



<li>카테고리 이름을 바꾸려면 카테고리 이름을 두 번 클릭하거나 오른쪽 클릭하여 <strong>Rename</strong>을 선택하십시오.<br>To rename a category, double-click on the category name, or right-click and select&nbsp;<strong>Rename</strong>.</li>



<li>Blackboard 내에서 카테고리를 이동하려면 해당 카테고리를 선택하고 드래그하십시오.<br>To move a category within the Blackboard, select and drag it.</li>



<li>카테고리를 제거하려면 해당 카테고리를 선택한 후 <strong>Delete</strong>를 누르거나 오른쪽 클릭하여 <strong>Delete</strong>를 선택하십시오.<br>To remove a category, select it and press&nbsp;<strong>Delete</strong>, or right-click and select&nbsp;<strong>Delete</strong>.<br>카테고리를 삭제하면 해당 카테고리 내의 속성도 삭제되므로 보관하려는 속성을 옮기십시오.<br>Deleting a category also deletes the properties within it, so move those you wish to keep.</li>
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<p class="has-medium-font-size"><strong>Adding, removing, and reordering properties and keywords</strong></p>



<ul class="wp-block-list">
<li>카테고리에 속성이나 키워드를 추가하려면 펼침 기호 (⌄)로 해당 카테고리를 확장한 다음 속성이나 키워드를 확장된 카테고리로 끌어다 놓으십시오.<br>To add a property or keyword to a category, expand the category with the foldout (⌄) symbol, then drag and drop the property or keyword onto the expanded category.</li>



<li>속성이나 키워드를 제거하려면 해당 항목을 선택하고 <strong>Delete</strong>를 누르거나 오른쪽 클릭하여 <strong>Delete</strong>를 선택하십시오.<br>To remove a property or keyword, select it and press&nbsp;<strong>Delete</strong>, or right-click and select&nbsp;<strong>Delete</strong>.</li>



<li>속성이나 키워드의 순서를 변경하려면 해당 카테고리 내에서 드래그하여 끌어다 놓거나 다른 카테고리로 이동시키십시오.<br>To re-order properties or keywords, drag and drop them within a category or move them into other categories.</li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" width="411" height="460" src="https://lycos7560.com/wp-content/uploads/2024/03/image-23.png" alt="" class="wp-image-38005" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-23.png 411w, https://lycos7560.com/wp-content/uploads/2024/03/image-23-268x300.png 268w" sizes="(max-width: 411px) 100vw, 411px" /></figure>



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<p class="has-medium-font-size"><strong>Creating a category for specific properties and keywords</strong></p>



<p>여러 속성 또는 키워드를 선택하고 Blackboard에서 +를 사용하여 선택한 모든 항목을 포함하는 카테고리를 만듭니다.<br>Select multiple properties or keywords and use&nbsp;<strong>+</strong>&nbsp;on the Blackboard to create a category that contains all of the items you have selected.</p>



<div style="height:40px" aria-hidden="true" class="wp-block-spacer"></div>



<p class="has-medium-font-size"><strong>Copying and pasting categories, with or without properties</strong></p>



<p><br>빈 카테고리, 모든 속성을 포함한 카테고리 및 일부 속성을 포함한 카테고리를 하나 이상의 그래프로 복사 및 붙여넣기할 수 있습니다.<br>You can paste empty categories, categories with all of their properties, and categories with some of their properties into one or more graphs. </p>



<p>모든 속성을 포함한 카테고리를 복사하려면:<br>To copy a category with all of its properties:</p>



<ol class="wp-block-list">
<li>해당 속성을 선택하십시오.<br>Select the property.</li>



<li><strong>Ctrl+C</strong>를 사용하여 복사하십시오.<br>Copy it with&nbsp;<strong>Ctrl+C</strong>.</li>



<li><strong>Ctrl+V</strong>로 대상 그래프에 붙여넣으십시오.<br>Paste it into your target graph with&nbsp;<strong>Ctrl+V</strong>.</li>
</ol>



<p>특정 속성 집합을 복사하려면:<br>To copy a specific set of properties:</p>



<ol class="wp-block-list">
<li>해당 카테고리를 선택하십시오.<br>Select the category.</li>



<li>Ctrl 키를 누른 상태로 유지하십시오.<br>Hold down the Ctrl key.</li>



<li>포함하지 않을 속성을 클릭하여 선택을 제거하십시오.<br>Click the properties you do not want to include to remove them from the selection.</li>



<li><strong>Ctrl+C</strong>를 사용하여 속성을 복사하십시오.<br>Copy the property with&nbsp;<strong>Ctrl+C</strong>.</li>



<li><strong>Ctrl+V</strong>를 사용하여 대상 그래프에 붙여넣으십시오.<br>Paste it into your target graph with&nbsp;<strong>Ctrl+V</strong>.</li>
</ol>



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<p class="has-medium-font-size"><strong>Using categories in the Material Inspector</strong></p>



<p>Shader Graph로 만든 재료를 수정하려면 재료 검사기에서 특정 속성 또는 키워드 값을 조정하거나 그래프 자체를 편집할 수 있습니다.<br>To modify a material you have created with a Shader Graph, you can adjust specific property or keyword values in the Material Inspector, or edit the graph itself.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="410" height="579" src="https://lycos7560.com/wp-content/uploads/2024/03/image-24.png" alt="" class="wp-image-38006" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-24.png 410w, https://lycos7560.com/wp-content/uploads/2024/03/image-24-212x300.png 212w" sizes="(max-width: 410px) 100vw, 410px" /></figure>



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<p class="has-medium-font-size"><strong>Working with Streaming Virtual Textures</strong></p>



<p><a href="https://docs.unity3d.com/Documentation/Manual/svt-use-in-shader-graph.html" target="_blank" rel="noreferrer noopener">Streaming Virtual Texture Properties</a>은 샘플 텍스처 레이어를 나타냅니다.<br><a href="https://docs.unity3d.com/Documentation/Manual/svt-use-in-shader-graph.html" target="_blank" rel="noreferrer noopener">Streaming Virtual Texture Properties</a>&nbsp;sample texture layers.</p>



<p>이러한 레이어에 액세스하려면 머티리얼 인스펙터에서 해당 이름 옆의 ⌄ 기호로 관련 <strong>Virtual Texture</strong>&nbsp;section을 확장하십시오.<br>To access these layers in the Material Inspector, expand the relevant&nbsp;<strong>Virtual Texture</strong>&nbsp;section with the ⌄ symbol next to its name.</p>



<p>인스펙터를 통해 레이어를 추가하거나 제거할 수 있습니다.<br>You can add and remove layers via the Inspector.</p>



<div style="height:40px" aria-hidden="true" class="wp-block-spacer"></div>



<p class="has-medium-font-size"><strong>Exposing properties and keywords</strong></p>



<p>Unity는 기본적으로 속성과 키워드를 노출시킵니다.<br>Unity exposes properties and keywords by default.</p>



<p>스크립트에서 쓰기 액세스가 가능하므로 그래프 외에도 C# API를 통해 스크립트를 편집할 수 있습니다.<br>This enables write access from scripts, so that you can edit them via the C# API, in addition to the graph.</p>



<p>노출된 항목은 레이블에 녹색 점이 있습니다.<br>Exposed items have a green dot in their label.</p>



<p>이 기능을 <strong>Node Settings</strong> 메뉴에서 활성화 또는 비활성화할 수 있습니다.<br>Enable or disable this feature in the&nbsp;<strong>Node Settings</strong>&nbsp;menu.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="582" height="288" src="https://lycos7560.com/wp-content/uploads/2024/03/image-25.png" alt="" class="wp-image-38007" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-25.png 582w, https://lycos7560.com/wp-content/uploads/2024/03/image-25-300x148.png 300w" sizes="(max-width: 582px) 100vw, 582px" /></figure>



<div style="height:40px" aria-hidden="true" class="wp-block-spacer"></div>



<p class="has-medium-font-size"><strong>Creating nodes</strong></p>



<p>Blackboard에서 속성이나 키워드를 끌어다 그래프에 놓으면 해당 종류의 노드가 생성됩니다.<br>Drag a property or keyword from the Blackboard into the graph to create a node of that kind.</p>



<p>그래프에서 노드의 설정은 Blackboard에서 해당 속성이나 키워드에 대한 설정과 동일합니다.<br>Settings for a node in the graph are identical to those for the related property or keyword in the Blackboard.</p>



<p>이러한 노드를 확장하여 속성 값의 하위 멤버를 사용할 수 있습니다.<br>Expand these nodes to use a sub-member of the property value. </p>



<p>노드 이름에는 노출된 속성인 경우 녹색 점이 포함됩니다.<br>Property node names include a green dot if the property is exposed.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="512" height="437" src="https://lycos7560.com/wp-content/uploads/2024/03/image-26.png" alt="" class="wp-image-38008" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-26.png 512w, https://lycos7560.com/wp-content/uploads/2024/03/image-26-300x256.png 300w" sizes="(max-width: 512px) 100vw, 512px" /></figure>



<div style="height:100px" aria-hidden="true" class="wp-block-spacer"></div>



<div class="wp-block-uagb-advanced-heading uagb-block-aa5f7aa1"><h3 class="uagb-heading-text">Main Preview</h3></div>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<p class="has-medium-font-size"><strong>Description</strong></p>



<p>The&nbsp;<strong>Main Preview</strong>&nbsp;displays a representation of the shader on the active&nbsp;<strong>Render Pipeline</strong>.<br><strong>Main Preview</strong>는 <strong>Render Pipeline</strong>에서 셰이더의 표현을 표시합니다.</p>



<p>It updates in real-time and automatically updates to display any changes you make in the Shader Graph.<br>실시간으로 업데이트되며 Shader Graph에서 만든 변경 사항을 자동으로 업데이트하여 표시합니다.</p>



<p>The title bar of the&nbsp;<strong>Main Preview</strong>&nbsp;displays the name of the current shader.<br><strong>Main Preview</strong>의 제목 표시줄에는 현재 셰이더의 이름이 표시됩니다.</p>



<p>The&nbsp;<strong>Main Preview</strong>&nbsp;can be moved to anywhere in the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html" target="_blank" rel="noreferrer noopener">Shader Graph Window</a>&nbsp;and will automatically move with the nearest corner of that window.<br><strong>Main Preview</strong>는 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Window.html" target="_blank" rel="noreferrer noopener">Shader Graph Window</a>에서 어디든지 이동할 수 있으며 해당 창의 가장 가까운 모퉁이로 자동으로 이동합니다.</p>



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<div class="wp-block-uagb-advanced-heading uagb-block-d06b00eb"><h3 class="uagb-heading-text">Graph Inspector</h3></div>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<p class="has-medium-font-size"><strong>Description</strong></p>



<p><strong>Graph Inspector</strong>를 사용하면 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Asset.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>의 선택 가능한 그래프 요소 및 그래프 전역 설정과 상호 작용할 수 있습니다.<br>The&nbsp;<strong>Graph Inspector</strong>&nbsp;makes it possible for you to interact with any selectable graph elements and graph-wide settings for a&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Asset.html" target="_blank" rel="noreferrer noopener">Shader Graph Asset</a>.</p>



<p><strong>Graph Inspector</strong>를 사용하여 속성 및 기본값을 편집할 수 있습니다.<br>You can use the&nbsp;<strong>Graph Inspector</strong>&nbsp;to edit attributes and default values.</p>



<p><strong><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Graph-Settings-Menu.md" target="_blank" rel="noreferrer noopener">Graph Settings</a></strong>를 열 때 <strong>Graph Inspector</strong>는 기본적으로 그래프 설정 탭을 표시합니다.<br>When you open a Shader Graph, the&nbsp;<strong>Graph Inspector</strong>&nbsp;displays the&nbsp;<strong><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Graph-Settings-Menu.md" target="_blank" rel="noreferrer noopener">Graph Settings</a></strong>&nbsp;tab by default.</p>



<p>해당 Shader Graph에 대한 그래프 전역 설정이 이 탭에 나타납니다.<br>Graph-wide settings for that specific Shader Graph appear in this tab.</p>



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<p class="has-medium-font-size"><strong>How to use</strong></p>



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<p><strong>Graph Inspector</strong>에서 해당 노드에 사용할 수 있는 설정을 표시하려면 그래프에서 노드를 선택합니다.<br>Select a node in the graph to display settings available for that node in the&nbsp;<strong>Graph Inspector</strong>. </p>



<p>해당 노드에 사용할 수 있는 설정이 Graph Inspector의 Node Settings에 나타납니다.<br>Settings available for that node appear in the Node Settings tab of the Graph Inspector.</p>



<p>예를 들어, 그래프 또는 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Blackboard.html" target="_blank" rel="noreferrer noopener">Blackboard</a>에서 속성 노드를 선택하면 <strong>Node Settings</strong> 탭에 편집할 수 있는 속성의 속성이 표시됩니다.<br>For example, if you select a Property node either in the graph or the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Blackboard.html" target="_blank" rel="noreferrer noopener">Blackboard</a>, the&nbsp;<strong>Node Settings</strong>&nbsp;tab displays attributes of the Property that you can edit.</p>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<p>현재 Graph Inspector와 함께 작동하는 그래프 요소:<br>Graph elements that currently work with the Graph Inspector:</p>



<ul class="wp-block-list">
<li><a href="https://docs.unity3d.com/Manual/SL-Properties.html" target="_blank" rel="noreferrer noopener">Properties</a></li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" width="480" height="230" src="https://lycos7560.com/wp-content/uploads/2024/03/image-28.png" alt="" class="wp-image-38010" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-28.png 480w, https://lycos7560.com/wp-content/uploads/2024/03/image-28-300x144.png 300w" sizes="(max-width: 480px) 100vw, 480px" /></figure>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<ul class="wp-block-list">
<li><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Keywords.html" target="_blank" rel="noreferrer noopener">Keywords</a></li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" width="513" height="417" src="https://lycos7560.com/wp-content/uploads/2024/03/image-29.png" alt="" class="wp-image-38011" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-29.png 513w, https://lycos7560.com/wp-content/uploads/2024/03/image-29-300x244.png 300w" sizes="(max-width: 513px) 100vw, 513px" /></figure>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<ul class="wp-block-list">
<li><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Custom-Function-Node.html" target="_blank" rel="noreferrer noopener">Custom Function nodes</a></li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" width="663" height="485" src="https://lycos7560.com/wp-content/uploads/2024/03/image-30.png" alt="" class="wp-image-38012" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-30.png 663w, https://lycos7560.com/wp-content/uploads/2024/03/image-30-300x219.png 300w" sizes="(max-width: 663px) 100vw, 663px" /></figure>



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<ul class="wp-block-list">
<li><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Sub-graph.html" target="_blank" rel="noreferrer noopener">Subgraph Output nodes</a></li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" width="613" height="404" src="https://lycos7560.com/wp-content/uploads/2024/03/image-31.png" alt="" class="wp-image-38013" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-31.png 613w, https://lycos7560.com/wp-content/uploads/2024/03/image-31-300x198.png 300w" sizes="(max-width: 613px) 100vw, 613px" /></figure>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<ul class="wp-block-list">
<li><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Precision-Types.md" target="_blank" rel="noreferrer noopener">Per-node precision</a></li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" width="620" height="433" src="https://lycos7560.com/wp-content/uploads/2024/03/image-32.png" alt="" class="wp-image-38014" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-32.png 620w, https://lycos7560.com/wp-content/uploads/2024/03/image-32-300x210.png 300w" sizes="(max-width: 620px) 100vw, 620px" /></figure>



<div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div>



<p>현재 Graph Inspector와 함께 작동하지 않는 그래프 요소:<br>Graph elements that currently do not work with the Graph Inspector:</p>



<ul class="wp-block-list">
<li>Edges</li>



<li><a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Sticky-Notes.html" target="_blank" rel="noreferrer noopener">Sticky Notes</a></li>



<li>Groups</li>
</ul>



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<p class="has-medium-font-size"><strong>Material Override</strong></p>



<div style="height:19px" aria-hidden="true" class="wp-block-spacer"></div>



<p>그래프 설정에서 <a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/surface-options.html" target="_blank" rel="noreferrer noopener">Allow Material Override</a> 옵션을 사용하면 재료 검사기를 통해 특정 그래프 속성을 재정의할 수 있습니다.<br>Enabling the&nbsp;<a href="https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/surface-options.html" target="_blank" rel="noreferrer noopener">Allow Material Override</a>&nbsp;option in the Graph Settings makes it possible for you to override certain graph properties via the Material Inspector.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="640" height="996" src="https://lycos7560.com/wp-content/uploads/2024/03/image-33.png" alt="" class="wp-image-38015" srcset="https://lycos7560.com/wp-content/uploads/2024/03/image-33.png 640w, https://lycos7560.com/wp-content/uploads/2024/03/image-33-193x300.png 193w" sizes="(max-width: 640px) 100vw, 640px" /></figure>
<p>The post <a href="https://lycos7560.com/unity/shader-graph-window/37987/">Getting started with Shader Graph &#8211; Shader Graph Window</a> appeared first on <a href="https://lycos7560.com">어제와 내일의 나 그 사이의 이야기</a>.</p>
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