using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public static Player Instance = null;
public Camera mCamera;
public CharacterController mCharCtrl;
public Light mLight;
private Animation mAnim;
private List<Material> mMatList = new List<Material>();
#region 内置函数
private void Awake()
{
Instance = this;
SkinnedMeshRenderer[] renderlist = GetComponentsInChildren<SkinnedMeshRenderer>();
foreach(var render in renderlist)
{
if (render == null)
continue;
mMatList.Add(render.material);
}
}
// Use this for initialization
void Start ()
{
mAnim = GetComponentInChildren<Animation>();
}
// Update is called once per frame
void Update ()
{
//UpdatePos();
UpdateShader();
}
#endregion
#region 函数
private void UpdateShader()
{
Vector4 worldpos = transform.position;
//Vector4 projdir = new Vector4(-0.06323785f, -0.9545552f, -0.2912483f, 1.0f);
//mLight.transform.rotation = Quaternion.LookRotation(projdir);
Vector4 projdir = mLight.transform.forward;
foreach (var mat in mMatList)
{
if (mat == null)
continue;
mat.SetVector("_WorldPos", worldpos);
mat.SetVector("_ShadowProjDir", projdir);
mat.SetVector("_ShadowPlane", new Vector4(0.0f, 1.0f, 0.0f, 0.1f));
mat.SetVector("_ShadowFadeParams", new Vector4(0.0f, 1.5f, 0.7f, 0.0f));
mat.SetFloat("_ShadowFalloff", 1.35f);
}
}
#endregion
}
这个cs脚本主要是给shader的变量进行赋值。
Shader "PlanarShadow/Shadow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ShadowInvLen ("ShadowInvLen", float) = 1.0 //0.4449261
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+10" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
ColorMask RGB
Stencil
{
Ref 1
Comp NotEqual
WriteMask 255
ReadMask 255
Pass Replace
Fail Keep
ZFail Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 _ShadowPlane;
float4 _ShadowProjDir;
float4 _WorldPos;
float _ShadowInvLen;
float4 _ShadowFadeParams;
float _ShadowFalloff;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 xlv_TEXCOORD0 : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
float3 lightdir = normalize(_ShadowProjDir);
float3 worldpos = mul(unity_ObjectToWorld, v.vertex).xyz;
// _ShadowPlane.w = p0 * n // 平面的w分量就是p0 * n
float distance = (_ShadowPlane.w - dot(_ShadowPlane.xyz, worldpos)) / dot(_ShadowPlane.xyz, lightdir.xyz);
float3 shadowWorldpos = worldpos + distance * lightdir.xyz;
o.vertex = mul(unity_MatrixVP, float4(shadowWorldpos, 1.0));
o.xlv_TEXCOORD0 = shadowWorldpos;
return o;
}
float4 frag(v2f i) : SV_Target
{
float3 posToPlane_2 = (_WorldPos.xyz - i.xlv_TEXCOORD0);
float4 color;
color.rgb = float3(0.0, 0.0, 0.0);
// 下面两种阴影衰减公式都可以使用(当然也可以自己写衰减公式)
// 王者荣耀的衰减公式
//color.a = (pow((1.0 - clamp(((sqrt(dot(posToPlane_2, posToPlane_2)) * _ShadowInvLen) - _ShadowFadeParams.x), 0.0, 1.0)), _ShadowFadeParams.y) * _ShadowFadeParams.z);
// 另外的阴影衰减公式
color.a = 1.0 - saturate(distance(_WorldPos.xyz, i.xlv_TEXCOORD0) * _ShadowFalloff);
return color;
}
ENDCG
}
}
}
细节
a.
float distance = (_ShadowPlane.w - dot(_ShadowPlane.xyz, worldpos)) / dot(_ShadowPlane.xyz, lightdir.xyz);
float3 shadowWorldpos = worldpos + distance * lightdir.xyz;
作用:
计算物体投影到 plane 上的 顶点的坐标,也就是阴影坐标。
具体的算法涉及到:Line–plane intersection(https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection )
b.
// 下面两种阴影衰减公式都可以使用(当然也可以自己写衰减公式)
// 王者荣耀的衰减公式
//color.a = (pow((1.0 - clamp(((sqrt(dot(posToPlane_2, posToPlane_2)) * _ShadowInvLen) - _ShadowFadeParams.x), 0.0, 1.0)), _ShadowFadeParams.y) * _ShadowFadeParams.z);
// 另外的阴影衰减公式
color.a = 1.0 - saturate(distance(_WorldPos.xyz, i.xlv_TEXCOORD0) * _ShadowFalloff);
作用:
所谓的衰减其实就是计算alpha值,衰减公式可以看效果来调。
c.
Stencil
{
Ref 1
Comp NotEqual
WriteMask 255
ReadMask 255
Pass Replace
Fail Keep
ZFail Keep
}
作用:
设置模板,主要的作用就是同一个模型下,投影到平面上 重复的点 不进行渲染。