unity-shader-example-planeShadow

buildin效果图

urp效果图

PlaneShadow.shader

PlaneShadow.shader
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Shader "HHF/Example/PlaneShadow"
{
Properties
{
_MainTex("MainTex", 2D) = "white"{}
_ShadowOffset("ShadowOffset(XYZ)", vector) = (0.2, 0, 0.3, 0)
_ShadowColor ("ShadowColor", Color) = (0, 0, 0, 0)
}

SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
}

Pass
{
Tags
{
"LightMode" = "SRPDefaultUnlit"
}

HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag

//Include
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex :POSITION;
float2 uv :TEXCOORD;
};

struct v2f
{
float4 positionCS :SV_POSITION;
float2 uv :TEXCOORD;
};

CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _ShadowOffset;
float4 _ShadowColor;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);

return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
c = tex;

return c;
}

ENDHLSL
}

Pass
{
Tags
{
"LightMode" = "UniversalForward"
}

HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag

//Include
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex:POSITION;
};

struct v2f
{
float4 positionCS:SV_POSITION;
};

CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _ShadowOffset;
float4 _ShadowColor;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert(appdata v)
{
v2f o = (v2f)0;
float3 worldPos = TransformObjectToWorld(v.vertex.xyz);
float worldPosY = worldPos.y;
worldPos.y = _ShadowOffset.y;
worldPos.xz += _ShadowOffset.xz * (worldPosY - _ShadowOffset.y);
o.positionCS = TransformWorldToHClip(worldPos);
return o;
}

half4 frag(v2f i):SV_TARGET
{
return _ShadowColor;
}

ENDHLSL
}
}

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

struct appdata
{
float4 vertex :POSITION;
float2 uv :TEXCOORD;
};

struct v2f
{
float4 positionCS :SV_POSITION;
float2 uv :TEXCOORD;
};

sampler2D _MainTex;
float4 _MainTex_ST;

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);

return o;
}

half4 frag(v2f i):SV_TARGET
{
half4 c = 0;
half4 tex = tex2D(_MainTex, i.uv.xy);
c = tex;

return c;
}

ENDCG
}

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

struct appdata
{
float4 vertex:POSITION;
};

struct v2f
{
float4 positionCS:SV_POSITION;
};

float4 _ShadowOffset;
float4 _ShadowColor;

v2f vert(appdata v)
{
v2f o = (v2f)0;
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
float worldPosY = worldPos.y;
worldPos.y = _ShadowOffset.y;
worldPos.xz += _ShadowOffset.xz * (worldPosY - _ShadowOffset.y);
o.positionCS = mul(UNITY_MATRIX_VP, worldPos);
return o;
}

half4 frag(v2f i):SV_TARGET
{
return _ShadowColor;
}

ENDCG
}
}
}