我们通常用一种名为Shadow Map的技术实现阴影效果。这种技术的原理就是把摄像机放到灯光的位置,看不到的位置则为阴影。在前向渲染中,阴影映射纹理来实现阴影效果的。
阴影映射纹理是记录了由灯光到表面位置的深度信息,所以本质上也是一张深度图,怎么得到这张深度图呢?
方法一:在正常执行了Base Pass和Additional Pass后更新纹理,但这样性能消耗很大,不推荐。
方法二:用额外一个Pass来得到,这个Pass就是LightMode设为ShadowCaster的Pass。这个得到的不是帧缓存,而是映射纹理。
还要注意的一些点
1.如果要一个物体能接受到阴影,就必须在Shader中对阴影映射进行采样,再和光照进行相乘得到最后结果。
2.要一个物体向其实物体投影,则需要把物体加入到光源阴影纹理中。可以通过LightMode为ShadowCaster来现实。
让物体接受投影
要投射的灯光把灯光打开
物体上的MeshRnderer打开
之前说了需要定义一个LightMode为ShadowCaster的Pass来取映射纹理,但由于Fallback "Specular"里调用了VertexLit这里面有,所以可能会直接就有阴影了,下面是VertexLit里的Pass。
Pass{
Name "ShadowCaster"
Tags{"LightMode"="ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f{
V2F_SHADOW_CASTER;
};
v2f vert(appdata_base v){
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i):SV_Target{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
阴影三剑客
SHADOW_COORDS:声明了一个名字_ShadowCoord的阴影纹理坐标变量。
TRANSFER_SHADOW:会根据平台选择阴影生成技术后,会把顶点从模型空间转到光源空间后存到_ShadowCoord中。
SHADOW_ATTENUATION:把上一个宏存到_ShadowCoord的内容进行采样,并返回阴影衰减。
更逼真的阴影
在进行光照计算的时候背对摄像机的一面是被剔除掉的,所以需要在Mesh Render中打开TwoSided。
实例
使用Fallback来添加阴影肯定是不是行的,还是要自己写一下,下面是完整的例子,我在里面加了注释。例子中用到的宏由于需要使用上下文进行计算的,所以名字是固定的,比如:在a2v中,顶点坐标必须使用vertex,顶点输入结构体必须名为a2v,且v2f中顶点位置变量必须为pos,下面是例子代码:
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 {
// Pass for ambient light & first pixel light (directional light)
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
// Apparently need to add this declaration
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
// Need these files to get built-in macros
#include "Lighting.cginc"
//需要使用的包在里面包含一下
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
//对阴影纹理采样的坐标生成并存在_ShadowCoord变量中,参数是下一个可以寄存器的索引,
SHADOW_COORDS(2)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// Pass shadow coordinates to pixel shader
//自动判断平台,如果不支持阴影映射则使用传统的映射,把值存到_ShadowCoord中
TRANSFER_SHADOW(o);
return o;
}
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;
//阴影衰减
fixed shadow = SHADOW_ATTENUATION(i);
return fixed4(ambient + (diffuse + specular) * atten * shadow, 1.0);
}
ENDCG
}
Pass {
// Pass for other pixel lights
Tags { "LightMode"="ForwardAdd" }
Blend One One
CGPROGRAM
// Apparently need to add this declaration
#pragma multi_compile_fwdadd
// Use the line below to add shadows for point and spot lights
// #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 = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, 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(unity_WorldToLight, float4(i.worldPos, 1)).xyz;
fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;
#endif
return fixed4((diffuse + specular) * atten, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
阴影衰减
定义一个atten参数作为返回值,传入v2f结构,和v2f中的世界顶点位置,返回衰减值。
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
完整例子:
Shader "Unity Shaders Book/Chapter 9/Attenuation And Shadow Use Build-in Functions" {
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 {
// Pass for ambient light & first pixel light (directional light)
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
// Apparently need to add this declaration
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
// Need these files to get built-in macros
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
SHADOW_COORDS(2)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// Pass shadow coordinates to pixel shader
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4(ambient + (diffuse + specular) * atten, 1.0);
}
ENDCG
}
Pass {
// Pass for other pixel lights
Tags { "LightMode"="ForwardAdd" }
Blend One One
CGPROGRAM
// Apparently need to add this declaration
#pragma multi_compile_fwdadd
// Use the line below to add shadows for point and spot lights
// #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 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
SHADOW_COORDS(2)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// Pass shadow coordinates to pixel shader
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4((diffuse + specular) * atten, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
下面再记录一个结合透明测试的例子
把测试物体的双面阴影打开效果才是正确的。
Shader "Unity Shaders Book/Chapter 9/Alpha Test With Shadow" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
Pass {
Tags { "LightMode"="ForwardBase" }
Cull Off
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
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;
//这里写到了第四个寄存器了
SHADOW_COORDS(3)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
// Pass shadow coordinates to pixel shader
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
clip (texColor.a - _Cutoff);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4(ambient + diffuse * atten, 1.0);
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
}