赞
踩
(1)关于Transparent半透明物体产生的阴影,特别注意半透明物体接受的阴影(不常用)
(2)关于AlphaTest物体产生阴影和接受阴影:(接受阴影的地方透明了,看不到阴影了)
Transparent物体的shader:
Shader "Unlit/shadowCast_Transparent" { Properties { _MainTex ("Texture", 2D) = "white" {} _AlphaScale("AlphaScale",Range(0,1))=0.5 } SubShader { Tags { "RenderType"="Transparent" "Queue"="AlphaTest+50" "IgnorProjector"="True"} LOD 100 Pass { ZWrite off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; SHADOW_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; float _AlphaScale; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); TRANSFER_SHADOW(o); return o; }TRANSFER_SHADOW(o) fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); float shadow = SHADOW_ATTENUATION(i); col.a = col.a - _AlphaScale; col.rgb = col.rgb * shadow; return col; } ENDCG } } Fallback "Diffuse" }
(2)AlphaTest的shader:
Shader "Unlit/shadowCast_AlphaTest" { Properties { _MainTex("MainTex",2D)="white"{} _Color("Diffuse",Color) = (1,1,1,1) _Specular("Specular", Color) = (1,1,1,1) _Gloss("Gloss", Range(8.0, 256)) = 20 _Cutoff("alphaTest Cutoff value",Range(0,1))=0.2 } SubShader { Tags { "RenderType" = "TransparentCutout" "Queue"="AlphaTest" } LOD 100 Pass { Tags{"LightMode" = "ForwardBase"} CGPROGRAM #pragma multi_compile_fwdbase #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Color; fixed4 _Specular; float _Gloss; sampler2D _MainTex; float4 _MainTex_ST; float _Cutoff; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos:TEXCOORD1; float3 vertexLight : TEXCOORD2; SHADOW_COORDS(3) //仅仅是阴影 float2 uv : TEXCOORD4; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; //仅仅是阴影 TRANSFER_SHADOW(o); o.uv = TRANSFORM_TEX(v.uv,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; float4 cli = tex2D(_MainTex,i.uv); clip(cli.a - _Cutoff); fixed3 diffuse = cli.rgb* _LightColor0.rgb * _Color.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); fixed shadow = SHADOW_ATTENUATION(i); //这个函数计算包含了光照衰减已经阴影,因为ForwardBase逐像素光源一般是方向光,衰减为1,atten在这里实际是阴影值 //UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); return fixed4((ambient + (diffuse + specular) * shadow + i.vertexLight), 1); } ENDCG } } Fallback "Transparent/Cutout/VertexLit" }
Copyright © 2003-2013 www.wpsshop.cn 版权所有,并保留所有权利。