源码 / Ch06/ShadowCasterPass.hlsl
Ch06/ShadowCasterPass.hlsl
// 案例 6.4 手写 ShadowCaster Pass:把物体画进光源的阴影图(只写深度)。 // 用法:在 Pass 里先声明好材质 CBUFFER(需要 Alpha 裁剪时要有 _BaseMap/_BaseColor/_Cutoff),再 include 本文件。 #ifndef COOKBOOK_CH06_SHADOW_CASTER_PASS_INCLUDED #define COOKBOOK_CH06_SHADOW_CASTER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // Shadows.hlsl 里的 SampleShadowmap 用到 LerpWhiteTo(),它在 CommonMaterial.hlsl 里,必须先 include #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" // 由 URP 的 MainLightShadowCasterPass / AdditionalLightsShadowCasterPass 在画每个阴影切片前设置 // (见 Runtime/ShadowUtils.cs 的 SetupShadowCasterConstantBuffer) float3 _LightDirection; // 方向光:指向光源的方向 float3 _LightPosition; // 点光 / 聚光:光源的世界坐标 struct ShadowCasterAttributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct ShadowCasterVaryings { #if defined(_ALPHATEST_ON) float2 uv : TEXCOORD0; #endif float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 GetShadowCasterPositionCS(float3 positionWS, float3 normalWS) { // 1) 求“指向光源”的方向:方向光处处相同;点光/聚光每个顶点不同 #if defined(_CASTING_PUNCTUAL_LIGHT_SHADOW) float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif // 2) 在世界空间里做深度偏移 + 法线偏移,再变换到光源的裁剪空间 // (此刻 UNITY_MATRIX_VP 已被 URP 设成了“光源相机”的 VP 矩阵) float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); // 3) 把跑到近平面之外的顶点“压扁”到近平面上(Shadow Pancaking), // 否则光源近平面之前的投射体会被裁掉,阴影凭空缺一块 #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif return positionCS; } ShadowCasterVaryings ShadowCasterVertex(ShadowCasterAttributes input) { ShadowCasterVaryings output = (ShadowCasterVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normalOS); output.positionCS = GetShadowCasterPositionCS(positionWS, normalWS); #if defined(_ALPHATEST_ON) output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); #endif return output; } half4 ShadowCasterFragment(ShadowCasterVaryings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); #if defined(_ALPHATEST_ON) // 镂空材质的影子也要镂空:和颜色 Pass 用同样的 clip half alpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).a * _BaseColor.a; clip(alpha - _Cutoff); #endif return 0; } #endif