让物体接受阴影
为了让正方体可以接收阴影,我们首先新建一个Unity Shader,(Chapter9-Shadow)我们把Chapter9-Shadow赋给正方体使用的材质ShadowMat。
Shader "Unity Shaders Book/Chapter 9/Shadow" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
// 传递环境光和第一个像素光(方向灯)
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
// 显然需要添加这个声明
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
// 需要这些文件来获得内置的宏
#include "Lighting.cginc"
//包含一个新的内置文件
#include "AutoLight.cginc"
//这是因为,我们下面计算阴影时所用的宏都是在这个文件中声明的。
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
//我们在顶点着色器的输出结构体v2f中添加了一个内置宏SHADOW_COORDS:
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
SHADOW_COORDS(2)
};
//这个宏的作用很简单,就是声明一个用于对阴影纹理采样的坐标。需要注意的是,这个宏的参数需要是下一个
//可用的差值寄存器的索引值,在上面的例子中就是2.
//然后我们在顶点着色器返回之前添加另一个内置宏TRANSFER_SHADOW
v2f vert(a2v v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(_Object2World, v.vertex).xyz;
// 将阴影坐标传递给像素着色器
TRANSFER_SHADOW(o);
return o;
}
//这个宏用于在顶点着色器中计算上一步中声明的阴影纹理坐标。
//接着,我们在片元着色器中计算阴影值,这同样使用了一个内置宏SHADOW_ATTENUATION
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.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 atten = 1.0;
//使用阴影坐标来采样阴影映射
fixed shadow = SHADOW_ATTENUATION(i);
return fixed4(ambient + (diffuse + specular) * atten * shadow, 1.0);
}
ENDCG
}
Pass {
//其他像素灯
Tags { "LightMode"="ForwardAdd" }
Blend One One
CGPROGRAM
// 显然需要添加这个声明
#pragma multi_compile_fwdadd
// 使用下面的线条为点和聚光灯添加阴影
// #pragma multi_compile_fwdadd_fullshadows
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
o.position = mul(UNITY_MATRIX_MVP, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(_Object2World, v.vertex).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
#ifdef USING_DIRECTIONAL_LIGHT
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
#else
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
#endif
fixed3 diffuse = _LightColor0.rgb * _Diffuse.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);
#ifdef USING_DIRECTIONAL_LIGHT
fixed atten = 1.0;
#else
float3 lightCoord = mul(_LightMatrix0, float4(i.worldPos, 1)).xyz;
fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;
#endif
return fixed4((diffuse + specular) * atten, 1.0);
}
//把阴影值shadow和漫反射以及高光反射颜色相乘即可。
ENDCG
}
}
FallBack "Specular"
}
SHADOW_COORDS、TRANSFER_SHADOW和SHADOW_ATTENUATION是计算阴影时的“三剑客”。这些内置宏帮助我们在必要时计算光源的阴影。我们可以在AutoLight.cginc中找到他们的声明:
// ----------------
// Shadow helpers
// ----------------
// ---- Screen space shadows
#if defined (SHADOWS_SCREEN)
#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1;
#if defined(UNITY_NO_SCREENSPACE_SHADOWS)
UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_World2Shadow[0], mul( _Object2World, v.vertex ) );
inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord)
{
#if defined(SHADOWS_NATIVE)
fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz);
shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r);
return shadow;
#else
unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE_PROJ(_ShadowMapTexture, shadowCoord);
// tegra is confused if we use _LightShadowData.x directly
// with "ambiguous overloaded function reference max(mediump float, float)"
half lightShadowDataX = _LightShadowData.x;
return max(dist > (shadowCoord.z/shadowCoord.w), lightShadowDataX);
#endif
}
#else // UNITY_NO_SCREENSPACE_SHADOWS
sampler2D _ShadowMapTexture;
#define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos);
inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord)
{
fixed shadow = tex2Dproj( _ShadowMapTexture, UNITY_PROJ_COORD(shadowCoord) ).r;
return shadow;
}
#endif
#define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord)
#endif
// ---- Spot light shadows
#if defined _DEPTH) (SHADOWS&& defined (SPOT)
#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1;
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_World2Shadow[0], mul(_Object2World,v.vertex));
#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord)
#endi