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Unity里实现Sprite Renderer的阴影

Unity里实现Sprite Renderer的阴影

作者: 巨芋 | 来源:发表于2017-05-27 16:15 被阅读197次

    最近有个2D游戏要做,有一个要做的点是,让Sprite Renderer产生阴影。
    将以下脚本附到产生Shadow的物体上:

    voidOnEnable(){
    
        GetComponent().receiveShadows =true;
    
        GetComponent().castShadows =true;
    
    }
    

    但是这是不够的,还需要Shader帮忙,下面的Shader请放到产生Shadow的物体上:

    Shader "Custom/SpriteDiffuse"  
    {  
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
    
            _AlphaCutOff ("AlphaCutOff", Range(0,1)) = 0.05
        }
    
        SubShader
        {
            Pass
            {
                Tags {"LightMode"="ForwardBase"}
    
                CGPROGRAM
    
                #pragma vertex vert
                #pragma fragment frag
    
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                sampler2D _MainTex;
                fixed _AlphaCutOff;
    
                struct appdata
                {
                    half3 normal : NORMAL;
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD;
                    fixed4 color : COLOR;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD;
                    fixed4 color : COLOR;
                    float4 vertex : SV_POSITION;
                };
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                    o.uv = v.uv;
                    o.color = v.color;
    
                    return o;
                }
    
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.uv) * i.color;
                    clip(col.a - _AlphaCutOff);
                    return col;
                }
                ENDCG
            }
    
            Pass
            {
                Tags {"LightMode"="ShadowCaster"}
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_shadowcaster
    
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                sampler2D _MainTex;
                fixed _AlphaCutOff;
    
                struct v2f { 
                    V2F_SHADOW_CASTER;
                    float4 texcoord : TEXCOORD1;
                    fixed4 color : COLOR;
                };
    
                v2f vert(appdata_full v)
                {
                    v2f o;
                    o.texcoord = v.texcoord;
                    o.color = v.color;
                    TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
                    return o;
                }
    
                float4 frag(v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
                    clip(col.a - _AlphaCutOff);
                    SHADOW_CASTER_FRAGMENT(i)
                }
                ENDCG
            }
        }
    }  
    

    此外还要有一个Shader,来接受阴影:

    Shader "Custom/Diffuse2DTexture" {
        Properties {
            _MainTex ("Base (RGB)", 2D) = "white" {}
        }
        SubShader {
            Tags { "RenderType"="Opaque" }
            LOD 200
            
            CGPROGRAM
            #pragma surface surf Lambert
    
            sampler2D _MainTex;
    
            struct Input {
                float2 uv_MainTex;
            };
    
            void surf (Input IN, inout SurfaceOutput o) {
                half4 c = tex2D (_MainTex, IN.uv_MainTex);
                o.Albedo = c.rgb;
                o.Alpha = c.a;
            }
            ENDCG
        } 
        FallBack "Diffuse"
    }
    
    

    增加光源之后,运行Scene即可见阴影(不运行的话脚本的内容没有运行会导致不开启阴影)。

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