Shader "Unlit/shadow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_fwdbase // 非常重要,不然没法正确计算阴影
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex_world : TEXCOORD1;
float3 normal : NORMAL;
float4 pos : SV_POSITION;
SHADOW_COORDS(2) // 2 即 TEXCOORD2
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex_world = v.vertex;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = v.normal;
TRANSFER_SHADOW(o) // 填充阴影坐标,根据平台自动调整
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed shadow = SHADOW_ATTENUATION(i); // 根据平台自己得到相应值
float4 lightColor = _LightColor0;
float3 lightDir = WorldSpaceLightDir(i.vertex_world).xyz;
return col * lightColor * saturate(dot(i.normal, normalize(lightDir))) * shadow;
// shadow 和 最终颜色乘上就可
}
ENDCG
}
}
FallBack "Specular"
}
效果: