最近在做unity shader forge和marmoset的优化,TA那边遇到了一个阴影显示的问题,具体如下:
"Test" {
SubShader {
Tags { "RenderType" = "Opaque"} // This pass acts the same as the surface shader first pass.
// Calculates per-pixel the most important directional light with shadows,
// then per-vertex the next 4 most important lights,
// then per-vertex spherical harmionics the rest of the lights,
// and the ambient light value. Pass {
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM #pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc" struct Input
{
float4 pos : SV_POSITION;
float3 vlight : COLOR;
float3 lightDir : TEXCOORD1;
float3 vNormal : TEXCOORD2;
LIGHTING_COORDS(,)
}; Input vert(appdata_full v)
{
Input o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
// Calc normal and light dir.
o.lightDir = normalize(ObjSpaceLightDir(v.vertex));
o.vNormal = normalize(v.normal).xyz; // Calc spherical harmonics and vertex lights. Ripped from compiled surface shader
float3 worldPos = mul(_Object2World, v.vertex).xyz;
float3 worldNormal = mul((float3x3)_Object2World, SCALED_NORMAL);
o.vlight = float3();
#ifdef LIGHTMAP_OFF float3 shlight = ShadeSH9(float4(worldNormal, 1.0));
o.vlight = shlight;
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[].rgb, unity_LightColor[].rgb, unity_LightColor[].rgb, unity_LightColor[].rgb, unity_4LightAtten0, worldPos, worldNormal ); #endif // VERTEXLIGHT_ON
#endif // LIGHTMAP_OFF
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
} float4 _LightColor0; // Contains the light color for this pass. half4 frag(Input IN) : COLOR
{
IN.lightDir = normalize ( IN.lightDir );
IN.vNormal = normalize ( IN.vNormal ); float atten = LIGHT_ATTENUATION(IN);
float3 color;
float NdotL = saturate( dot (IN.vNormal, IN.lightDir ));
color = UNITY_LIGHTMODEL_AMBIENT.rgb * ; color += IN.vlight; color += _LightColor0.rgb * NdotL * ( atten * );
return half4(color, 1.0f);
} ENDCG
} // Take this pass out if you don't want extra per-pixel lights.
// Just set the other lights' Render Mode to "Not Important",
// and they will be calculated as Spherical Harmonics or Vertex Lights in the above pass instead. Pass { Tags {"LightMode" = "ForwardAdd"} CGPROGRAM #pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc" struct Input
{
float4 pos : SV_POSITION;
float3 lightDir : TEXCOORD1;
float3 vNormal : TEXCOORD2;
}; Input vert(appdata_full v)
{
Input o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); // Calc normal and light dir.
o.lightDir = normalize(ObjSpaceLightDir(v.vertex));
o.vNormal = normalize(v.normal).xyz; // Don't need any ambient or vertex lights in here as this is just an additive pass for each extra light.
// Shadows won't work here, either.
return o;
} float4 _LightColor0; // Contains the light color for this pass. half4 frag(Input IN) : COLOR
{
IN.lightDir = normalize ( IN.lightDir );
IN.vNormal = normalize ( IN.vNormal ); float3 color;
float NdotL = saturate( dot (IN.vNormal, IN.lightDir ));
color = _LightColor0.rgb * NdotL;
return half4(color, 1.0f);
} ENDCG }
} FallBack "Diffuse" }
#pragma surface MarmosetSurfMarmosetDirect vertex:MarmosetVert fullforwardshadows
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