unity-shader-shadow

理论

ShadowMapping

在光源处添加一个相机,同时打开深度测试与写入,并声称ShadowMap深度图。
正常绘制场景,把当前片段转换到光源空间下,计算得到的深度与采用ShadowMap中的深度值进行比较,如果大于则表示该片段处于阴影中,反正则不再阴影中。

PlaneShadow

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Shader "Custom/PlaneShadow"
{
Properties
{
[Header(Base)]
[NoScaleOffset]_MainTex("MainTex", 2D) = "white"{}
_Color ("Color", Color) = (0,0,0,0)

[Space(10)]
[Header(Shadow)]
_Shadow("Offset(XYZ)", vector) = (0.2,0,0.3,0)
_ShadowColor ("Shadow Color", Color) = (0,0,0,0)
}

SubShader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _Color;

struct appdata
{
float4 vertex :POSITION;
float4 uv :TEXCOORD;
};

struct v2f
{
float4 pos :SV_POSITION;
float4 uv :TEXCOORD;
};

v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.uv.xy;

return o;
}

fixed4 frag(v2f i):SV_TARGET
{
fixed4 c;
fixed4 tex = tex2D(_MainTex, i.uv.xy);
c = tex;
c *= _Color;

return c;
}

ENDCG
}

pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

float4 _Shadow;
fixed4 _ShadowColor;

struct appdata
{
float4 vertex:POSITION;
};

struct v2f
{
float4 pos:SV_POSITION;
};

v2f vert(appdata v)
{
v2f o;
float4 worldPos = mul(unity_ObjectToWorld,v.vertex);
float worldPosY = worldPos.y;
worldPos.y = _Shadow.y;
worldPos.xz += _Shadow.xz * (worldPosY - _Shadow.y);
o.pos = mul(UNITY_MATRIX_VP, worldPos);
return o;
}

fixed4 frag(v2f i):SV_TARGET
{
return _ShadowColor;
}
ENDCG
}
}

Fallback "Legacy Shaders/VertexLit"
}

面片影子效果图