Built-in转URP Chapter9(4)-透明度测试阴影

话不多说,直接上代码,具体区别我后边会补充上,

暂时委屈各位,先锻炼下自己的“找不同”的能力,哈哈:

Built-CG写法:

Shader "Unity Shaders Book/Chapter 9/Alpha Test With Shadow" {
	Properties {
		_Color("Color Tint", Color) = (1,1,1,1)
		_MainTex("Main Tex", 2D) = "white" {}
		_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
	}

	SubShader {
		Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}

		Pass {
			Tags {"LightMode"="ForwardBase"}

			Cull off

			CGPROGRAM
			#include "Lighting.cginc"
			#include "AutoLight.cginc"

			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdbase

			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 = UnityObjectToClipPos(v.vertex);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				TRANSFER_SHADOW(o);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target{
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 lightDir = UnityWorldSpaceLightDir(i.worldPos);
				fixed3 viewDir = UnityWorldSpaceViewDir(i.worldPos);

				fixed4 texColor = tex2D(_MainTex, i.uv);
				clip(texColor.a - _Cutoff);

				fixed3 albedo = texColor.rgb * _Color.rgb;
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(lightDir, i.worldNormal));
				
				UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

				return fixed4(ambient + diffuse * atten, 1.0);
			}

			ENDCG
		}

		Pass {
			Tags {"LightMode"="ForwardAdd"}

			Cull off

			CGPROGRAM

			#include "Lighting.cginc"
			#include "AutoLight.cginc"

			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdadd_fullshadows

			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 worldPos : TEXCOORD0;
				float3 worldNormal : TEXCOORD1;
				float2 uv : TEXCOORD2;
				SHADOW_COORDS(3)
			};

			v2f vert(a2v v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex);
				o.uv = v.texcoord.xy * _MainTex_ST;
				TRANSFER_SHADOW(o);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target {
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));

				fixed4 texColor = tex2D(_MainTex, i.uv);
				clip(texColor.a - _Cutoff);
				fixed3 albedo = texColor.rgb * _Color.rgb;
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(i.worldNormal, lightDir));

				UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

				return fixed4(ambient + diffuse * atten, 1.0);
			}

			ENDCG
		}
	}

	FallBack "Transparent/Cutout/VertexLit"
}

 URP+HLSL写法:

Shader "Unity Shaders Book/Chapter 9/Alpha Test With Shadow" {
	Properties {
		_BaseColor("Color Tint", Color) = (1,1,1,1)
		_BaseMap("Main Tex", 2D) = "white" {}
		_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
		[Toggle(_AdditionalLights)] _AddLights("AddLights", Float) = 1
	}

	SubShader {
		Tags {
			"RenderPipeline"="UniversalPipeline"
			"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"
		}

		Pass {
			Tags {"LightMode"="UniversalForward"}

			// Cull off

			HLSLPROGRAM

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"

			#pragma vertex vert
			#pragma fragment frag
			#pragma shader_feature _AdditionalLights
			// #pragma multi_compile_fwdbase

			// 具体解释看 Chapter9-Shadow.shader
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
			#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
			#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
			#pragma multi_compile_fragment _ _SHADOWS_SOFT

CBUFFER_START(UnityPerMaterial)
			half4 _BaseColor;
			float4 _BaseMap_ST;
			half _Cutoff;
CBUFFER_END

			TEXTURE2D(_BaseMap);
			SAMPLER(sampler_BaseMap);

			struct a2v {
				float4 vertex : POSITION;
				half3 normal : NORMAL;
				float4 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 pos : SV_POSITION;
				half3 worldNormal : TEXCOORD0;
				half3 worldPos : TEXCOORD1;
				float2 uv : TEXCOORD2;
				// SHADOW_COORDS(3)
			};

			v2f vert(a2v v) {
				v2f o;
				o.pos = TransformObjectToHClip(v.vertex.xyz);
				o.worldPos = mul(UNITY_MATRIX_M, v.vertex).xyz;
				o.worldNormal = TransformObjectToWorldNormal(v.normal);
				o.uv = v.texcoord.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
				// TRANSFER_SHADOW(o);
				return o;
			}

			half3 LightingBased(half3 lightColor, half3 lightDir, half lightAtten, half3 worldNormal, half3 viewDir, half3 albedo) {
				lightDir = normalize(lightDir);
				viewDir = normalize(viewDir);

				half3 diffuse = lightColor * albedo * saturate(dot(worldNormal, lightDir) * 0.5 + 0.5);
				return diffuse * lightAtten;
			}

			half3 LightingBased(Light light, half3 worldNormal, half3 viewDir, half3 albedo) {
				return LightingBased(light.color, light.direction, light.shadowAttenuation * light.distanceAttenuation, worldNormal, viewDir, albedo);
			}

			half4 frag(v2f i) : SV_Target{
				half3 worldNormal = normalize(i.worldNormal);
				half3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);

				half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
				clip(texColor.a - _Cutoff);
				half3 albedo = texColor.rgb * _BaseColor.rgb;

				// half3 lightDir = UnityWorldSpaceLightDir(i.worldPos);
				// half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				// half3 diffuse = _LightColor0.rgb * albedo * saturate(dot(lightDir, i.worldNormal));
				// UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
				// return half4(ambient + diffuse * atten, 1.0);

				float4 shadowCoord = TransformWorldToShadowCoord(worldNormal);
				Light mainLight = GetMainLight(shadowCoord);
				half3 color = LightingBased(mainLight, worldNormal, viewDir, albedo);

				#if _AdditionalLights
					uint addLightCount = GetAdditionalLightsCount();
					for(uint iu = 0; iu < addLightCount; iu++) {
						Light addLight = GetAdditionalLight(iu, i.worldPos);
						color += LightingBased(addLight, worldNormal, viewDir, albedo);
					}
				#endif

				half3 ambient = SampleSH(worldNormal);
				return half4(color + ambient, 1.0);
			}

			ENDHLSL
		}

		// 自己计算阴影的Pass
        Pass
        {
            Tags { "LightMode" = "ShadowCaster" }
			
            Cull Off
            ZWrite On
            ZTest LEqual
			ColorMask 0
            
            HLSLPROGRAM
            
            // 设置关键字
            #pragma shader_feature _ALPHATEST_ON
            
            #pragma vertex vert
            #pragma fragment frag
            
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
			

            float3 _LightDirection;
            
CBUFFER_START(UnityPerMaterial)
			half4 _BaseColor;
			float4 _BaseMap_ST;
			half _Cutoff;
CBUFFER_END

			TEXTURE2D(_BaseMap);
			SAMPLER(sampler_BaseMap);

            struct a2v
            {
                float4 vertex: POSITION;
                float3 normal: NORMAL;
				float2 texcoord: TEXCOORD0;
            };
            
            struct v2f
            {
				float2 uv: TEXCOORD0;
				float4 pos: SV_POSITION;
            };            
            
            // 获取裁剪空间下的阴影坐标
            float4 GetShadowPositionHClips(a2v v)
            {
                float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
                float3 normalWS = TransformObjectToWorldNormal(v.normal);
                // 获取阴影专用裁剪空间下的坐标
                float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
                
                // 判断是否是在DirectX平台翻转过坐标
                #if UNITY_REVERSED_Z
                    positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
                #else
                    positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
                #endif
                
                return positionCS;
            }
            
            v2f vert(a2v v)
            {
                v2f o;
				o.uv = TRANSFORM_TEX(v.texcoord, _BaseMap);
                o.pos = GetShadowPositionHClips(v);
                return o;
            }

       
            half4 frag(v2f i): SV_TARGET
            {
				// Alpha(SampleAlbedoAlpha(i.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
				half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
				clip(texColor.a - _Cutoff);
                return 0;
            }
            
            ENDHLSL
            
        }
	}

		
	// // 不知道为什么不产生阴影
	// FallBack "Universal Render Pipeline/Simple Lit"
}

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