一定要加这一行 #pragma multi_compile_fwdbase
file:///D:/Program%20Files/Unity2018.3/Editor/Data/Documentation/en/Manual/SL-MultipleProgramVariants.html
默认阴影就是 fwdbase + “三剑客”
Shader "Unlit/PCSS"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
// LOD 100
Pass
{
// Pass for ambient light & first pixel light (directional light)
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// shadow on 不加默认是关闭的
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
SHADOW_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed shadow = SHADOW_ATTENUATION(i);
col = fixed4(1,1,1,1) * shadow;
return col;
}
ENDCG
}
}
Fallback "Specular"
}