Shader "NLD_URP/NLD_Scene_Transparent" { //目前效果还有问题,可能需要新加pass写入深度一次 Properties { [Header(Main map)] _MainTex ("MainTex", 2D) = "white" {} _Color("Base Tint", color) = (1,1,1,1) _ShadowIntensity("阴影强度",Range(0,1)) = 1 _AmbientMultiplier("环境光强度",Range(0,2)) = 1 } SubShader { Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "Queue" = "Transparent" } pass { name "Base" Tags { "LightMode" = "UniversalForward" } Cull Back ZWrite Off ZTest On Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile_instancing #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/ShaderLibrary/GlobalIllumination.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); half4 _MainTex_ST; half4 _Color; half _ShadowIntensity; half _AmbientMultiplier; struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; // float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD1; float3 positionWS : TEXCOORD2; float4 positionCS : SV_POSITION; float4 shadowCoord : TEXCOORD3; }; Varyings vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS); output.positionWS = positionInputs.positionWS; output.positionCS = positionInputs.positionCS; VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS); output.normalWS = vertexNormalInput.normalWS; output.uv = TRANSFORM_TEX(input.texcoord, _MainTex); output.shadowCoord = GetShadowCoord(positionInputs); return output; } float4 frag(Varyings input) : SV_Target { #if _MAIN_LIGHT_SHADOWS || _MAIN_LIGHT_SHADOWS_CASCADE Light mainLight = GetMainLight(input.shadowCoord); #else Light mainLight = GetMainLight(); #endif float3 N = normalize(input.normalWS); float3 L = normalize(mainLight.direction); half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); half4 albedo = baseColor * _Color; half3 mainLightColor = mainLight.color.rgb; //漫反射 half3 diffuse = saturate(dot(N, L)) * albedo * mainLightColor; diffuse *= lerp(1, mainLight.shadowAttenuation, _ShadowIntensity); //全局光照,目前只有环境光提供的部分 //参考URP内置SimpleLit,直接采样球谐函数 //没有考虑环境光遮蔽,光照贴图等,此计算方式目前正确,但不敢保证后续不会出错 //如果没有该部分光照,由于没有光照探针和光照贴图提供的间接光照,模型背光面会很黑,所以这部分是用来弥补间接光照的 half3 gi = SampleSH(input.normalWS) * albedo * _AmbientMultiplier; half3 finalColor = diffuse + gi; float4 col = float4(finalColor, albedo.a); return col; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ColorMask 0 HLSLPROGRAM #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment //#pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile_instancing // #pragma shader_feature _ALPHA_TEST_ON // ------------------------------------- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" float3 _LightDirection; float3 _LightPosition; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); half4 _MainTex_ST; //half _CutOff; struct AttributesLean { float4 position : POSITION; float3 normalOS : NORMAL; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsLean { float4 clipPos : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; VaryingsLean ShadowPassVertex(AttributesLean v) { VaryingsLean o = (VaryingsLean)0; UNITY_SETUP_INSTANCE_ID(v); float3 positionWS = TransformObjectToWorld(v.position.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); #endif o.clipPos = clipPos; o.texcoord = v.texcoord; return o; } half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET { float4 texcol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.texcoord); clip(texcol.a - 0.5); return 0; } ENDHLSL } } //Fallback "VertexLit" }