unity-shader-tutorial-shadow

buildin效果图

urp效果图

Shadow.shader

Shadow.shader
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Shader "HHF/Tutorial/Shadow"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}

pass
{
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag

#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT

#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"

struct appdata
{
float4 vertex:POSITION;
half3 normal:NORMAL;
};

struct v2f
{
float4 positionCS:SV_POSITION;
float4 positionWS:TEXCOORD0;

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD1;
#endif
};

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionWS = mul(unity_ObjectToWorld, v.vertex);
o.positionCS = mul(UNITY_MATRIX_VP, o.positionWS);

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.shadowCoord = GetShadowCoord(vertexInput);
#endif

return o;
}

half4 frag(v2f i):SV_TARGET
{
half4 c = 0;

InputData inputData;
inputData.positionWS = i.positionWS.xyz;

// 如果材质球上没有禁用接收阴影,并且管线上设置了主灯的阴影投射,同时阴影的级联没有打开的情况下
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = i.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif

Light mainLight = GetMainLight(inputData.shadowCoord);
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);

c.rgb += attenuatedLightColor;

return c;
}

ENDHLSL
}

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}

ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]

HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5

// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment

#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
}

SubShader
{
Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" }
pass
{
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;
half3 normal:NORMAL;
};

struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float3 normalWS : TEXCOORD1;

UNITY_SHADOW_COORDS(3)
};

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_VP, o.worldPos);

TRANSFER_SHADOW(o)

return o;
}

fixed4 frag(v2f i):SV_TARGET
{
fixed4 c = 0;

UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos)

c += atten;

return c;
}

ENDCG
}

pass
{
Tags {"LightMode" = "ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"

struct appdata
{
float4 vertex:POSITION;
half3 normal:NORMAL;
};

struct v2f
{
V2F_SHADOW_CASTER;
};

v2f vert(appdata v)
{
v2f o = (v2f)0;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}

fixed4 frag(v2f i):SV_TARGET
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}