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  • Unity shader学习之阴影

    Unity阴影采用的是 shadow map 的技术,即把摄像机放到光源位置上,看不到的地方就有阴影。

    前向渲染中,若一光源开启了阴影,Unity会计算它的阴影映射纹理(shadow map),它其实是一张深度图,记录了从光源位置出发,能看到的场景中距离它最近的表面位置的深度信息。

    Unity中采用LightMode为ShadowCaster的Pass来生成这张 shadow map,首先会从本shader中找这个pass,若没有就从fallback的shader中层层寻找。

    然后在fragment shader中,比较该点与shadow map中对应的点的深度,若大于,则处在阴影区域,否则不在阴影区域。

    阴影包括投射阴影和接收阴影2个部分。

    投射阴影,则需将该物体加入到光源的shadow map的计算中。

    接收阴影,则需要对shadow map进行采样,把采样结果和最后的光照结果相乘来产生阴影效果。

    shader如下:

    // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
    
    Shader "Custom/Forward Rendering"
    {
        Properties
        {
            _MainTex("Main Texture", 2D) = "white" {}
            _Specular("Specular", Color) = (1,1,1,1)
            _Gloss("Gloss", Range(8,256)) = 8
        }
    
        SubShader
        {
            Pass
            {
                Tags
                {
                    "LightMode" = "ForwardBase"
                }
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fwdbase
    
                #include "UnityCg.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                sampler2D _MainTex;
                fixed4 _Specular;
                float _Gloss;
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                    float3 normal : NORMAL;
                };
    
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float2 uv : TEXCOORD0;
                    float3 worldNormal : TEXCOORD1;
                    float4 worldPos: TEXCOORD2;
                    SHADOW_COORDS(3)
                };
    
                v2f vert(appdata v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    o.worldNormal = UnityObjectToWorldNormal(v.normal);
                    o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                    TRANSFER_SHADOW(o);
                    return o;
                }
    
                fixed4 frag(v2f i) : SV_TARGET
                {
                    fixed4 albedo = tex2D(_MainTex, i.uv);
                    fixed4 ambient = albedo * UNITY_LIGHTMODEL_AMBIENT;
    
                    float3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos.xyz));
                    float3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos.xyz));
                    fixed4 diff = albedo * _LightColor0 * max(0, dot(i.worldNormal, worldLight));
    
                    float3 halfDir = normalize(worldView + worldLight);
                    fixed4 spec = albedo * _Specular * pow(max(0, dot(halfDir, i.worldNormal)), _Gloss);
    
                    float shadow = SHADOW_ATTENUATION(i);
                    fixed4 col = ambient + (diff + spec) * shadow;
                    return col;
                }
    
                ENDCG
            }
    
            Pass
            {
                Tags
                {
                    "LightMode" = "ForwardAdd"
                }
                Blend One One
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fwdadd
    
                #include "UnityCg.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                sampler2D _MainTex;
                fixed4 _Specular;
                float _Gloss;
                
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                    float3 normal : NORMAL;
                };
    
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float2 uv : TEXCOORD0;
                    float3 worldNormal : TEXCOORD1;
                    float4 worldPos: TEXCOORD2;
                    SHADOW_COORDS(3)
                };
    
                v2f vert(appdata v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    o.worldNormal = UnityObjectToWorldNormal(v.normal);
                    o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                    TRANSFER_SHADOW(o);
                    return o;
                }
    
                fixed4 frag(v2f i) : SV_TARGET
                {
                    fixed4 albedo = tex2D(_MainTex, i.uv);
    
                    float3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos.xyz));
                    float3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos.xyz));
                    fixed4 diff = albedo * _LightColor0 * max(0, dot(i.worldNormal, worldLight));
    
                    float3 halfDir = normalize(worldView + worldLight);
                    fixed4 spec = albedo * _Specular * pow(max(0, dot(halfDir, i.worldNormal)), _Gloss);
    
                    // 参考 AutoLight.cginc
                    float atten;
                    #ifdef USING_DIRECTIONAL_LIGHT
                    atten = 1;
                    #else
                        float4 lightCoord = mul(unity_WorldToLight, i.worldPos);
                        #ifdef POINT
                        atten = tex2D(_LightTexture0, dot(lightCoord.xyz,lightCoord.xyz).xx).UNITY_ATTEN_CHANNEL;
                        #elif SPOT
                        atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).xx).UNITY_ATTEN_CHANNEL;
                        #endif
                    #endif
    
                    float shadow = SHADOW_ATTENUATION(i);
    
                    fixed4 col = (diff + spec) * atten * shadow;
                    return col;
                }
    
                ENDCG
            }
        }
    
        Fallback "VertexLit"
    }

    效果如下:

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  • 原文地址:https://www.cnblogs.com/jietian331/p/7196462.html
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