UnityShader中级篇——顶点动画的阴影效果

xiaoxiao2021-02-28  32

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 11/Vertex Animation With Shadow" { Properties { //河流纹理 _MainTex ("Main Tex", 2D) = "white" {} //控制整体颜色 _Color ("Color Tint", Color) = (1,1,1,1) //控制水流波动的幅度 _Magnitude ("Distortion Magnitude", Float) = 1 //控制水流波动的频率 _Frequency ("Distortion Frequency", Float) = 1 //控制波长的倒数,倒数越大,波长越小 _InvWaveLength ("Distortion Inverse Wave Length", Float) = 10 //河流纹理的移动速度 _Speed ("Speed",Float) = 0.5 } SubShader { //由于序列帧图像通常是透明背景,所以需要设置pass的相关状态,以渲染透明效果 //半透明“标配”,DisableBatching指明是否对该SubShader使用批处理,批处理会合并所有相关模型,模型各自的模型空间就会丢失 Tags{ "Queue" = "Transparent" "IgnoreProject" = "True" "RenderType" = "Transparent" "DisableBatching" = "True"} //此Pass用于顶点动画 Pass { Tags{ "LightMode" = "ForwardBase" } //为了让水流的每个面都能显示 //关闭深度写入 ZWrite off //开启并设置混合模式 Blend SrcAlpha OneMinusSrcAlpha //关闭剔除功能 Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (a2v v) { v2f o; float4 offset; offset.yzw = float3(0.0, 0.0, 0.0); //_Frequency*_Time.y控制正弦函数频率 //加上模型空间下的分量乘以_InvWaveLength位置控制不同位置具有不同的位移 //乘以_Magnitude控制波动幅度 offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude; //把位移量添加到顶点位置上 o.pos = UnityObjectToClipPos(v.vertex + offset); //进行纹理动画,使用_Time.y和_Speed控制水平方向上的位移 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv += float2(0.0, _Time.y * _Speed); return o; } fixed4 frag (v2f i) : SV_Target { //对纹理进行简单采样 fixed4 c = tex2D(_MainTex, i.uv); // 添加颜色控制 c.rgb *= _Color.rgb; return c; } ENDCG } //此Pass用于渲染动画的阴影 Pass { //绘制阴影都需要调用ShadowCaster Tags { "LightMode"="ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_comlile_shadowCaster #include "UnityCG.cginc" float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; struct a2v { //使用TRANSFER_SHADOW_CASTER_NORMALOFFSET必须包含v.vertex和v.normal float4 vertex : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { //定义阴影投射需要的变量 V2F_SHADOW_CASTER; }; v2f vert(a2v v) { v2f o; //按顶点动画Pass中的处理方法计算顶点偏移值 float4 offset; offset.yzw = float3(0, 0, 0); offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude; //直接把偏移值加到顶点位置变量中 v.vertex = v.vertex + offset; //使用宏完成阴影偏移 TRANSFER_SHADOW_CASTER_NORMALOFFSET(o); return o; } fixed4 frag(v2f i) : SV_Target{ //使用宏完成阴影投射 SHADOW_CASTER_FRAGMENT(i); } ENDCG } } Fallback"VertexLit" }

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