(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"
}