以平行光为例,把相机移动到光源位置,计算阴影映射纹理(shadowmap),这张shadowmap本质上是一张深度图,它记录了从该光源的位置出发、能看到的场景中距离它最近的表面位置(深度信息)。渲染时中把顶点位置变换到光源空间下,得到它在光源空间中的三维位置信息。然后,我们使用xy分量对shadowmap进行采样,得到shadowmap中该位置的深度信息。如果该深度值小于该顶点的深度值(通常由z分量得到),那么说明该点位于阴影中。如图,将顶点P转换到光源空间,得到(Px, Py, Pz),Pz = 0.9,用(Px, Py)对shadowmap采样,得到C点的深度0.4,0.4 < 0.9,所以P点在阴影中
使用内置阴影的shader大致框架如下,这里略去一些不重要的部分
Shader "MyCustom/BuildinShadow"
{Properties{}SubShader{Tags { "RenderType"="Opaque" }Pass{Tags {"LightMode"="ForwardBase"}CGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fwdbase#include "UnityCG.cginc"#include "Lighting.cginc"#include "AutoLight.cginc"struct appdata{float4 vertex : POSITION;};struct v2f{float4 pos : SV_POSITION;SHADOW_COORDS(x) //x表示第几个纹理};v2f vert (appdata v){v2f o;//...TRANSFER_SHADOW(o);return o;}fixed4 frag (v2f i) : SV_Target{//...//fixed atten = 1.0;//fixed shadow = SHADOW_ATTENUATION(i);//return fixed4(ambient + (diffuse + specular) * atten * shadow, 1.0);UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);return fixed4(ambient + (diffuse + specular) * atten, 1.0);}ENDCG}Pass{Tags {"LightMode"="ForwardAdd"}Blend One OneCGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fwdadd// #pragma multi_compile_fwdadd_fullshadows#include "UnityCG.cginc"#include "Lighting.cginc"#include "AutoLight.cginc"struct appdata{float4 vertex : POSITION;};struct v2f{float4 pos : SV_POSITION;SHADOW_COORDS(x) //x表示第几个纹理};v2f vert (appdata v){v2f o;//...TRANSFER_SHADOW(o);return o;}fixed4 frag (v2f i) : SV_Target{//...UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);return fixed4((diffuse + specular) * atten, 1.0);}ENDCG}// 自己实现阴影,额外添加一个Pass,这个Pass是为了更新光源的阴影映射纹理//Pass//{// Tags {"LightMode"="ShadowCaster"}//}}Fallback "Specular"
}
需要注意的细节
完整的Shader
Shader "MyCustom/BuildinShadow"
{Properties{_MainTex ("Texture", 2D) = "white" {}_Diffuse ("Diffuse", Color) = (0.5, 0.5, 0.5, 1)_Specular ("Specular", Color) = (1, 1, 1, 1)_SpecularPower ("SpecularPower", Range(0, 150)) = 20_SpecularIntensity ("SpecularIntensity", Range(0, 10)) = 1.5}SubShader{CGINCLUDEfloat _specular(float3 worldViewDir, float3 worldLightDir, float3 worldNormal, float power, float intensity){float3 halfVector = normalize(worldLightDir + worldViewDir);float hdotn = max(0, dot(halfVector, worldNormal));float specular = pow(hdotn, power) * intensity;return specular;}ENDCGTags { "RenderType"="Opaque" }LOD 100Pass{Tags {"LightMode"="ForwardBase"}CGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fwdbase#include "UnityCG.cginc"#include "Lighting.cginc"#include "AutoLight.cginc"struct appdata{float4 vertex : POSITION;float3 normal : NORMAL;float2 uv : TEXCOORD0;};struct v2f{float4 pos : SV_POSITION;float2 uv : TEXCOORD0;float3 worldNormal : TEXCOORD1;float3 worldPos : TEXCOORD2;SHADOW_COORDS(3)};sampler2D _MainTex;float4 _MainTex_ST;float4 _Diffuse;float4 _Specular;float _SpecularPower;float _SpecularIntensity;v2f vert (appdata v){v2f o;o.pos = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);o.worldNormal = UnityObjectToWorldNormal(v.normal);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;TRANSFER_SHADOW(o);return o;}fixed4 frag (v2f i) : SV_Target{float3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));fixed4 texColor = tex2D(_MainTex, i.uv);fixed3 albedo = texColor.rgb * _Diffuse.rgb;// 环境光float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;// 漫反射float3 diffuse = _LightColor0.rgb * albedo * max(0, dot(i.worldNormal, worldLightDir));// 高光float3 specular = _LightColor0.rgb * _Specular.rgb * _specular(worldViewDir, worldLightDir, i.worldNormal, _SpecularPower, _SpecularIntensity);// atten为阴影和衰减的乘积,UNITY_LIGHT_ATTENUATION针对不同类型的光源进行计算UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);float4 finalColor = 1;finalColor.rgb = ambient + (diffuse + specular) * atten;return finalColor;}ENDCG}Pass{Tags {"LightMode"="ForwardAdd"}Blend One OneCGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fwdadd// 其他光源使用阴影,使用下面的指令替换掉 multi_compile_fwdadd// #pragma multi_compile_fwdadd_fullshadows#include "UnityCG.cginc"#include "Lighting.cginc"#include "AutoLight.cginc"struct appdata{float4 vertex : POSITION;float3 normal : NORMAL;float2 uv : TEXCOORD0;};struct v2f{float4 vertex : SV_POSITION;float2 uv : TEXCOORD0;float3 worldNormal : TEXCOORD1;float3 worldPos : TEXCOORD2;SHADOW_COORDS(3)};sampler2D _MainTex;float4 _MainTex_ST;float4 _Diffuse;float4 _Specular;float _SpecularPower;float _SpecularIntensity;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);o.worldNormal = UnityObjectToWorldNormal(v.normal);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;TRANSFER_SHADOW(o);return o;}fixed4 frag (v2f i) : SV_Target{float3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));// 漫反射float3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(i.worldNormal, worldLightDir));// 高光float3 specular = _LightColor0.rgb * _Specular.rgb * _specular(worldViewDir, worldLightDir, i.worldNormal, _SpecularPower, _SpecularIntensity);UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);float4 finalColor = 1;finalColor.rgb = (diffuse + specular) * atten;return finalColor;}ENDCG}}Fallback "Specular"
}
通过Frame Debug观察阴影的渲染过程,UpdateDepthTexture,即更新摄像机的深度纹理;RenderShadowmap,即渲染得到平行光的阴影映射纹理;CollectShadows,即根据深度纹理和阴影映射纹理得到屏幕空间的阴影图;最后绘制渲染结果
完整的shader
Shader "MyCustom/AlphaTestShadow"
{Properties {_MainTex ("Main Tex", 2D) = "white" {}_Color ("Color Color", Color) = (1, 1, 1, 1)_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5}SubShader {Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }Pass {Tags { "LightMode"="ForwardBase" }Cull OffCGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fwdbase#include "Lighting.cginc"#include "AutoLight.cginc"sampler2D _MainTex;float4 _MainTex_ST;fixed4 _Color;fixed _Cutoff;struct a2v{float4 vertex : POSITION;float3 normal : NORMAL;float4 uv : TEXCOORD0;};struct v2f{float4 pos : SV_POSITION;float3 worldNormal : TEXCOORD0;float3 worldPos : TEXCOORD1;float2 uv : TEXCOORD2;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.uv, _MainTex);TRANSFER_SHADOW(o);return o;}fixed4 frag(v2f i) : SV_Target{fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));fixed4 texColor = tex2D(_MainTex, i.uv);clip(texColor.a - _Cutoff);fixed3 albedo = texColor.rgb * _Color.rgb;// 环境光fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;// 漫反射fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(i.worldNormal, worldLightDir));UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);return fixed4(ambient + diffuse * atten, 1.0);}ENDCG}}FallBack "Transparent/Cutout/VertexLit"
}
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