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  • Unity shader学习之阴影,衰减统一处理

    使用unity AutoLight.cginc文件里的内置函数 UNITY_LIGHT_ATTENUATION

    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);
    
                    UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos.xyz);
    
                    fixed4 col = ambient + (diff + spec) * atten;
                    return col;
                }
    
                ENDCG
            }
    
            Pass
            {
                Tags
                {
                    "LightMode" = "ForwardAdd"
                }
                Blend One One
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fwdadd_fullshadows        // 添加阴影效果
    
                #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);
    
                    UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos.xyz);
                    
                    fixed4 col = (diff + spec) * atten;
                    return col;
                }
    
                ENDCG
            }
        }
    
        Fallback "VertexLit"
    }

     效果如下:

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  • 原文地址:https://www.cnblogs.com/jietian331/p/7196657.html
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