Shader "QStudyShader/ShadowMap"{
Properties{
_MainTex("Main Texture",2D) = "white"{}
_BaseColor("Base Color",Color) = (1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(8.0,200)) = 20.0
}
SubShader{
pass {
// 这个Pass专门为了生成ShadowMap
Tags{"LightMode" = "ShadowCaster"}
CGPROGRAM
#pragma vertex VertexShadow
#pragma fragment FragmentShadow
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f_shadow {
V2F_SHADOW_CASTER;
};
v2f_shadow VertexShadow(appdata_base v) {
v2f_shadow o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 FragmentShadow(v2f_shadow i) :SV_TARGET{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
pass {
//这个Pass让物体接受阴影并且计算光照
//让物体接受阴影,其实也就是让物体表面的颜色和阴影进行混合
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
#pragma multi_compile_fwdbase
#include "Lighting.cginc"
#include "AutoLight.cginc"
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)
//Shadow_Coords声明一个uv坐标,只不过是对ShadowMap采样。
};
sampler2D _MainTex;
fixed4 _BaseColor;
float _Gloss;
v2f Vertex(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = v.texcoord;
TRANSFER_SHADOW(o) //转换阴影的uv坐标
return o;
}
fixed4 Fragment(v2f i) :SV_TARGET{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex,i.uv).xyz * _BaseColor.xyz;
fixed3 diffuse = _LightColor0.xyz * albedo * saturate(dot(lightDir,worldNormal));
fixed3 halfDir = normalize(viewDir + lightDir);
fixed3 specular = _LightColor0.xyz * pow(saturate(dot(halfDir,worldNormal)),_Gloss);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
return fixed4(ambient + (specular + diffuse) * atten,1.0);
}
ENDCG
}
pass {
Blend One One
Tags{"LightMode" = "ForwardAdd"}
CGPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
#pragma multi_compile_fwdadd_fullshadows
#include "Lighting.cginc"
#include "AutoLight.cginc"
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)
//Shadow_Coords声明一个uv坐标,只不过是对ShadowMap采样。
};
sampler2D _MainTex;
fixed4 _BaseColor;
float _Gloss;
v2f Vertex(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = v.texcoord;
TRANSFER_SHADOW(o) //转换阴影的uv坐标
return o;
}
fixed4 Fragment(v2f i) :SV_TARGET{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex,i.uv).xyz * _BaseColor.xyz;
fixed3 diffuse = _LightColor0.xyz * albedo * saturate(dot(lightDir,worldNormal));
fixed3 halfDir = normalize(viewDir + lightDir);
fixed3 specular = _LightColor0.xyz * pow(saturate(dot(halfDir,worldNormal)),_Gloss);
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos)
return fixed4((specular + diffuse) * atten,1.0);
}
ENDCG
}
}
}
11-02