Unity可以利用阴影贴图来实现阴影效果,阴影贴图实现原理和深度缓存类似,将摄像机移动到灯光处,将片元从近到远排序,进行深度测试,测试通过的写入到阴影贴图中。再把摄像机回到之前的位置,进行正常的渲染,在片元渲染的过程中,从阴影贴图获取阴影,叠加到片元的颜色中去。
1、在v2f结构中添加SHADOW_COORDS(3),声明了一个名为 _ShadowCoord 的阴影纹理坐标变量;
2、在顶点着色器中调用TRANSFER_SHADOW方法,来获取阴影贴图的坐标;
3、在片元着色器中调用UNITY_LIGHT_ATTENUATION方法,来对阴影贴图进行采样;
Shader "Unlit/Sphere"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_SpecularTex("Specular", 2D) = "white" {}
_Shininess("Shininess", Float) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque"}
LOD 100
Pass
{
Tags { "LightModel" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos: SV_POSITION;
float3 normal: NORMAL;
float4 vertex: TEXCOORD0;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD2;
SHADOW_COORDS(3)
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SpecularTex;
float4 _SpecularTex_ST;
float _Shininess;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.vertex = v.vertex;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _SpecularTex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = UnityObjectToWorldNormal(i.normal);
normal = normalize(normal);
float3 l = WorldSpaceLightDir(i.vertex);
float ndotl = saturate(dot(normal, l));
fixed4 diffuse = tex2D(_MainTex, i.uv) * _LightColor0 * ndotl;
float3 v = normalize(WorldSpaceViewDir(i.vertex));
float3 h = normalize(v + l);
float ndoth = saturate(dot(normal, h));
fixed4 specular = tex2D(_SpecularTex, i.uv2) * _LightColor0 * pow(ndoth, _Shininess);
fixed4 color = diffuse + specular + unity_AmbientSky;
UNITY_LIGHT_ATTENUATION(colormask, i, mul(unity_ObjectToWorld, i.vertex).xyz);
color = color * colormask;
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}