[Shader]最简单的Unity投射和接收阴影代码
2020/08
21
23:08
Shader "Custom/FullShadowShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase_fullshadows
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 wpos: TEXCOORD1;
SHADOW_COORDS(2)
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.wpos = mul(unity_ObjectToWorld, v.vertex);
o.uv = v.uv;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_LIGHT_ATTENUATION(atten, i, i.wpos);
atten = saturate( atten* 2 );
fixed4 col = tex2D(_MainTex, i.uv);
return fixed4( col.rgb * atten, col.a);
}
ENDCG
}
Pass
{
Tags
{
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct app_data
{
float4 vertex : POSITION;
};
struct v2f
{
V2F_SHADOW_CASTER;
};
v2f vert (app_data v)
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(v2f i) : COLOR
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}
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Post Link: [Shader]最简单的Unity投射和接收阴影代码
Post Link: [Shader]最简单的Unity投射和接收阴影代码