Unity3d 顶点像素着色器实现阴影
在u3d中,利用表面着色器,unity会自动补全shader使得物体可以产生阴影效果,同时也可以通过自己写顶点像素着色器来产生阴影效果,首先从u3d表面着色器的机制进行分析:
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
通常表面着色器不需要考虑顶点着色器,只要考虑片段着色器,即在surf函数中进行编写即可,通过在结构体Input中定义需要的参数,例如worldSpace,worldNormal,viewDir,以及贴图坐标等,u3d会给这些变量赋予相应的值,并传入surf函数中&#x