修改shader-修复不知道为啥接收阴影没了的bug

main
刘涛 2023-10-30 13:04:01 +08:00
parent 77edb46d95
commit c827de8e31
11 changed files with 106 additions and 32 deletions

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@ -36,13 +36,13 @@ Shader "NLD_URP/NLD_Charactor"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
// 开启接收阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
// #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
struct appdata
{
@ -87,6 +87,7 @@ Shader "NLD_URP/NLD_Charactor"
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normalWS = TransformObjectToWorldNormal(v.normal);
o.positionWS = TransformObjectToWorld(v.positionOS);
return o;
}
@ -103,10 +104,11 @@ Shader "NLD_URP/NLD_Charactor"
//当前模型接收阴影
float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.positionWS);
//放入光照数据
Light lightData = GetMainLight(SHADOW_COORDS);
//多光照阴影数据
half shadow = lightData.shadowAttenuation;
// 光照阴影数据
half shadow = MainLightRealtimeShadow(SHADOW_COORDS);
// return half4(shadow, shadow, shadow, 1.0);
if ( shadow < 0.5 || r < 0.5) {
return color * _shadowScale;

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@ -42,9 +42,9 @@ Shader "NLD_URP/NLD_Charactor_Dead"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
// 开启接收阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

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@ -27,10 +27,6 @@ Shader "NLD_URP/NLD_Charactor_Eye"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"

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@ -24,10 +24,6 @@ Shader "NLD_URP/NLD_Charactor_Face"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"

View File

@ -31,9 +31,9 @@ Shader "NLD_URP/NLD_Charactor_Head"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
// 开启接收阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

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@ -42,9 +42,9 @@ Shader "NLD_URP/NLD_Charactor_Lambert"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
// 开启接收阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

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@ -36,9 +36,9 @@ Shader "NLD_URP/NLD_Charactor_Old"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
// 开启接收阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

View File

@ -40,9 +40,9 @@ Shader "NLD_URP/NLD_Charactor_Transparent"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _SHADOWS_SOFT
// 开启接收阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

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@ -0,0 +1,71 @@
Shader "NLD/NLD_Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// 阴影相关定义
// #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //开启额外光源
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
// #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //主光源层级阴影是否开启
// #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS //额外光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 posSV : SV_POSITION;
float3 posWS : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.posSV = TransformObjectToHClip(v.vertex);
o.posWS = TransformObjectToWorld(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
// sample the texture
half4 col = tex2D(_MainTex, i.uv);
// 计算阴影uv
float4 shadowCoord = TransformWorldToShadowCoord(i.posWS);
float shadow = MainLightRealtimeShadow(shadowCoord);
return half4(shadow, shadow, shadow, 1.0);
return col;
}
ENDHLSL
}
}
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 125c1cf5f38e3a84d8306b4026928c10
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: mat_test
m_Shader: {fileID: 4800000, guid: 41e81419f201b6a478c8247e031799f2, type: 3}
m_Shader: {fileID: 4800000, guid: 125c1cf5f38e3a84d8306b4026928c10, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []