Shader "Unlit/ForwardRendering"
{
Properties
{
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : COLOR0;
SHADOW_COORDS(2) //定义一个对阴影纹理采样的坐标
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
TRANSFER_SHADOW(o); //将采样坐标转换到屏幕空间
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
float3 worldLightDir = normalize(_WorldSpaceLightPos0);
fixed3 diffuse = _LightColor0.rgb * max(0, dot(i.worldNormal, worldLightDir));
fixed shadow = SHADOW_ATTENUATION(i); //采样
return fixed4(ambient + diffuse * shadow,1);
}
ENDCG
}
}
Fallback "Diffuse" //这里面有个Fallback为VertexLit定义了LightMode=ShadowCaster的Pass,所以会参与阴影投射
}接受阴影的三剑客,SHADOW_COORDS、TRANSFER_SHADOW、SHADOW_ATTENUATION,注意这些宏使用了上下文的变量,所以这些变量名需要对应上,appdata的v的vertex,v2f的i的vertex。
