源码 / Ch23/ShadowColor.shader
Ch23/ShadowColor.shader
// 案例 23.6:自定义阴影颜色。 // 思路:不再用“阴影 = 光照乘一个 0~1 的系数”,而是在“受光色”和“阴影色”之间插值, // 让被遮挡区域呈现指定的色相(冷色阴影、卡通紫影等),同时保留 URP 的级联、软阴影和距离淡出。 Shader "Cookbook/Ch23/ShadowColor" { Properties { [MainTexture] _BaseMap ("Base Map", 2D) = "white" {} [MainColor] _BaseColor ("Base Color", Color) = (1, 1, 1, 1) _ShadowColor ("Shadow Color (rgb=色, a=强度)", Color) = (0.25, 0.32, 0.55, 1) _AmbientScale ("Ambient Scale", Range(0, 2)) = 1 [Toggle] _TintTerminator ("背光面也用阴影色", Float) = 1 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; half4 _BaseColor; half4 _ShadowColor; half _AmbientScale; half _TintTerminator; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForward" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fog #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionWS : TEXCOORD1; half3 normalWS : TEXCOORD2; half fogFactor : TEXCOORD3; }; Varyings vert(Attributes input) { Varyings o; VertexPositionInputs p = GetVertexPositionInputs(input.positionOS.xyz); o.positionCS = p.positionCS; o.positionWS = p.positionWS; o.normalWS = TransformObjectToWorldNormal(input.normalOS); o.uv = TRANSFORM_TEX(input.uv, _BaseMap); o.fogFactor = ComputeFogFactor(p.positionCS.z); return o; } half4 frag(Varyings input) : SV_Target { half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb * _BaseColor.rgb; half3 normalWS = normalize(input.normalWS); // 逐像素求阴影坐标:同时兼容单级联 / 多级联 / 屏幕空间阴影三种关键字 float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); // 带 positionWS 的重载会顺带处理“阴影距离淡出”(GetMainLightShadowFade) Light mainLight = GetMainLight(shadowCoord, input.positionWS, half4(1, 1, 1, 1)); half NdotL = saturate(dot(normalWS, mainLight.direction)); half shadow = mainLight.shadowAttenuation; // lit:0 = 完全不受光,1 = 完全受光 // _TintTerminator=1 时背光面(NdotL 小)也算“阴影”,整体风格更统一; // _TintTerminator=0 时只给投射阴影上色,明暗交界线保持 Lambert 的自然过渡 half lit = _TintTerminator > 0.5 ? NdotL * shadow : shadow; half3 shadowTint = lerp(half3(0, 0, 0), _ShadowColor.rgb, _ShadowColor.a); half3 direct = lerp(shadowTint, mainLight.color, lit); if (_TintTerminator < 0.5) direct *= NdotL; // 只染投射阴影时仍需要 N·L half3 ambient = SampleSH(normalWS) * _AmbientScale; half3 color = albedo * (direct + ambient); color = MixFog(color, input.fogFactor); return half4(color, 1); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma vertex Ch23ShadowCasterVert #pragma fragment Ch23NullFrag #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Assets/Cookbook/Ch23/Ch23Common.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex Ch23DepthOnlyVert #pragma fragment Ch23NullFrag #include "Assets/Cookbook/Ch23/Ch23Common.hlsl" ENDHLSL } } }