Shader "Unlit/ForwardRendering"
{
Properties
{
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
//第一个重要的平行光,计算环境光和自发光
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
}
//计算其他逐像素光照 有阴影的设置
Pass
{
Tags{ "LightMode" = "ForwardAdd" }
Blend One One //混合
CGPROGRAM
#pragma multi_compile_fwdadd_fullshadows //编译为接受阴影
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc" //unity_WorldToLight
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : COLOR0;
float4 worldPos :COLOR1;
SHADOW_COORDS(2) //声明阴影纹理的取样坐标
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
TRANSFER_SHADOW(o);//计算阴影纹理的取样坐标,屏幕空间
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//光照方向 UnityWorldSpaceLightDir(worldPos)
#ifdef USING_DIRECTIONAL_LIGHT
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
#else
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
#endif
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos.xyz);//计算阴影和光照衰减 联合在atten中
fixed3 diffuse = _LightColor0.rgb * max(0, dot(i.worldNormal, worldLightDir)) * atten;
return fixed4(diffuse,1);
}
ENDCG
}
}
Fallback "Diffuse"
}使用宏UNITY_LIGHT_ATTENUATION来计算阴影和光照衰减的联合,三个参数,一目了然的。通过这个宏可以统一在Base Pass和Additional Pass无差别的计算阴影和光照衰减,达到代码的一致。
