1. Unity内部的ShadowCasterShader
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
};
v2f vert(appdata_base v)
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
2. ShadowRecv
在ForwardRendering.shader中添加
SHADOW_COORDS
TRANSFER_SHADOW
SHADOW_ATTENUATION
即可变成ShadowRecv.shaderShader "UnityShaderLearning/ShadowRecv" { Properties { _Diffuse("Diffuse", Color) = (1, 1, 1, 1) _Specular("Specular", Color) = (1, 1, 1, 1) _Gloss("Gloss", Range(8.0, 256)) = 20 } SubShader { Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma multi_compile_fwbase #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; SHADOW_COORDS(2) }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.worldNormal = normalize(mul(v.normal, (float3x3)_World2Object)); o.worldPos = mul(_Object2World, v.vertex).xyz; TRANSFER_SHADOW(o); return o; } fixed4 frag(v2f i) :SV_Target { fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 halfDir = normalize(viewDir + worldLightDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss); fixed atten = 1.0; fixed4 shadow = SHADOW_ATTENUATION(i); return fixed4(ambient + (diffuse + specular) * atten * shadow, 1.0); } ENDCG } Pass { Tags { "LightMode"="ForwardAdd" } Blend SrcAlpha One CGPROGRAM #pragma multi_compile_fwbase #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(_Object2World, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); #ifdef USING_DIRECTIONAL_LIGHT fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); #else fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); #endif fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); #ifdef USING_DIRECTIONAL_LIGHT fixed atten = 1.0; #else #if defined (POINT) float3 lightCoord = mul(_LightMatrix0, float4(i.worldPos, 1)).xyz; fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; #elif defined (SPOT) float4 lightCoord = mul(_LightMatrix0, float4(i.worldPos, 1)); fixed atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; #else fixed atten = 1.0; #endif #endif return fixed4((diffuse + specular) * atten, 1.0); } ENDCG } } FallBack "Specular" }
3. 透明物体的阴影效果
Shader "UnityShaderLearning/AlphaTestWithShadow"
{
Properties
{
_Color ("Main Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white"{}
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.55
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector" = "True" "RenderType"="TransparentCutout"}
Pass
{
Tags { "LightMode"="ForwardBase" }
Cull Off
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
SHADOW_COORDS(3)
};
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(_Object2World, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
clip (texColor.a - _Cutoff);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4(ambient + diffuse * atten, 1.0);
}
ENDCG
}
}
FallBack "VertexLit"
}