unity shader 较完整光照(含有多光源阴影)
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2022-04-09 11:03:44
效果图:shader被附给了球。灯光需要在属性面板开启阴影。// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unlit/lightFull"{Properties{_MainTex ("Texture", 2D) = "white" {}......
效果图:
shader被附给了球。
灯光需要在属性面板开启阴影。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/lightFull"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : POSITION;
float4 pos_world : TEXCOORD1;
float3 normal:TEXCOORD2;
SHADOW_COORDS(3)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.pos_world = mul(UNITY_MATRIX_M, v.vertex);
o.normal = v.normal;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
float4 lightColor = _LightColor0;
float3 lightDir = WorldSpaceLightDir(i.pos_world);
UNITY_LIGHT_ATTENUATION(atten, i, i.pos_world.xyz);
return col * lightColor * saturate(dot(lightDir, i.normal)) * atten;
}
ENDCG
}
pass
{
Tags{"LightMode" = "ForwardAdd"}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : POSITION;
float4 vertex : TEXCOORD0;
float3 normal : NORMAL;
SHADOW_COORDS(2)
};
v2f vert(appdata_full data)
{
v2f v;
v.pos = UnityObjectToClipPos(data.vertex);
v.vertex = mul(UNITY_MATRIX_M, data.vertex);
v.normal = data.normal;
TRANSFER_SHADOW(v);
return v;
}
float4 frag(v2f v) :SV_Target
{
float3 lightColor = _LightColor0;
#ifdef USING_DIRECTIONAL_LIGHT
float3 lightDir = _WorldSpaceLightPos0;
#else
float3 lightDir = _WorldSpaceLightPos0 - v.vertex;
#endif
UNITY_LIGHT_ATTENUATION(atten, v, v.vertex.xyz);
float3 color = lightColor * saturate(dot(lightDir, v.normal) * atten);
return float4(color, 1);
}
ENDCG
}
}
Fallback "Specular"
}
本文地址:https://blog.csdn.net/u013749051/article/details/85986593
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