先上效果图后上代码最后解释知识点:(如果感觉此篇讲的不够详细,请查看前面两篇 前向渲染和阴影产生和投射的介绍)
(1)一个主光源效果:3个plane,2个cube搭建场景
两盏方向光的效果:
再添加三盏点光源的效果:可以看到墙面上红色箭头指向的3个阴影
(2)代码如下:
Shader "Unlit/shadowCast02"
{
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" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float3 vertexLight : TEXCOORD2;
//仅仅是阴影
//SHADOW_COORDS(3)
LIGHTING_COORDS(3,4) //阴影+衰减
//#define LIGHTING_COORDS(idx1, idx2) DECLARE_LIGHT_COORDS(idx1) SHADOW_COORDS(idx2)
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#ifdef LIGHTMAP_OFF
float3 shLight = ShadeSH9(float4(v.normal,1.0));
o.vertexLight = shLight;
#ifdef VERTEXLIGHT_ON
float3 vertexLight = Shade4PointLights(unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0,o.worldPos,o.worldNormal);
o.vertexLight += vertexLight;
#endif
#endif
//只含阴影
//TRANSFER_SHADOW(o);
//包含光照衰减和阴影
TRANSFER_VERTEX_TO_FRAGMENT(o);
//#define TRANSFER_VERTEX_TO_FRAGMENT(a) COMPUTE_LIGHT_COORDS(a) TRANSFER_SHADOW(a)
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(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 halfDir = normalize(viewDir + worldLightDir);
fixed3 specualr = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
//包含光照衰减以及阴影,但是base光源一般没有衰减
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4((ambient + diffuse + specualr)*atten,1);
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
//特别注意此处,不添加“_fullshadows”是不能正确计算阴影的
#pragma multi_compile_fwdadd_fullshadows
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float3 vertex:POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_VERTEX_TO_FRAGMENT(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 specualr = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
fixed atten = LIGHT_ATTENUATION(i);
return fixed4((diffuse + specualr)*atten, 1);
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}
将主光源外的光都设置为important:
查看FrameDebug:在产生阴影映射纹理的阶段,共渲染了三次RenderShadowMap,第一次主光源,第二次另一个平行光,第三次剩余的点光源(高达70次drawcall)
从frameDubeg可以看出:最后的渲染阶段(红框内)和普通的前向渲染没有区别,耗费的都是计算shadowMap上面了。
(3)将主光源外的光都设置为notImport,然后查看效果,阴影只有base光源的计算了,球谐光照和逐顶点光照并没有计算阴影:
(4)关于阴影和衰减统一到一个函数中计算,代码中都有注释解释和函数的定义代码
(5)相关的知识点前面都讲过了,这篇就不再多说了,说一下常用的Blend命令的总结:
Blend One One://效果叠加
Blend SrcAlpha OneMinusSrcAlpha // 传统透明度
Blend One OneMinusSrcAlpha // 预乘透明度
Blend One One // 叠加
Blend OneMinusDstColor One // 柔和叠加
Blend DstColor Zero // 相乘——正片叠底
Blend DstColor SrcColor // 两倍相乘