アルファブレンディング シャドウキャスター シャドウレシーバー

なシェーダー。

基本
新規作成
Create -> Shader -> UnLitShader
CustomShader
Shader "CustomShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
この時点でテクスチャが表示できるけど一度無にしよう
Shader "CustomShader"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 vert(float4 v:POSITION) : SV_POSITION{
return mul(UNITY_MATRIX_MVP, v);
}
fixed4 frag() : COLOR{
return fixed4(1.0,0.0,0.0,1.0);
}
ENDCG
}
}
}
頂点変形だけを適用して赤一色。
Color
べたにマテリアル色が出る。
Shader "CustomShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
uniform float4 _Color;
float4 vert(float4 v:POSITION) : SV_POSITION{
return mul(UNITY_MATRIX_MVP, v);
}
fixed4 frag() : COLOR{
return _Color;
}
ENDCG
}
} // SurShader
}
_Colorプロパティを定義して、uniform変数_Colorを宣言し使う。
Texture
テクスチャ色を乗算
Shader "CustomShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
uniform float4 _Color;
uniform sampler2D _MainTex;
v2f vert(appdata v){
v2f o;
o.vertex= mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : COLOR{
fixed4 tex = tex2D(_MainTex, i.uv);
return _Color * tex;
}
ENDCG
}
} // SurShader
}
シェーダーの入力に位置とUV、出力に変換済みの位置とUVが必要になったので構造体appdataとv2fを導入
_MainTexプロパティを導入し、サンプラー_MainTexを宣言してtex2D関数で使う
AlphaBlending
追加分
Shader "CustomShader"
{
SubShader
{
// 背景を含む不透明なものの後で描画する
Tags{ "Queue" = "Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
}
} // SurShader
}
ここまでで照明の無い基本的なシェーダーができる。
UnityCG.cgincを使う
最初に新規作成したShaderにAplhaBlendingを追加した感じ。
uniform変数のuniformは省略できる。
Shader "CustomShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col * _Color;
}
ENDCG
}
} // SurShader
}
Lighting導入
Vertex and Fragment Shader Examplesの後半Calculating Lighting
を参考にライティングをやってみる。
forward rendringを使うことで
DirectionalLight
ambient
lightmap
reflections
を扱える。
Tags {"LightMode"="ForwardBase"}
を定義することでUnityの組み込み変数を通じて上記のシーンのライティング情報を得ることができるようになる。
頂点ライティングによるDiffuse & Ambient
DirectionalLightによるDiffuse計算
appdata_base導入(UnityCG.cgincで定義)
v2fにdiffuse追加
vertでdiffuse計算
Shader "CustomShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" }
LOD 100
Pass
{
Tags{ "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc" // for _LightColor0
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 diffuse : COLOR0; // diffuse lighting color
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(1)
};
uniform float4 _Color;
uniform sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
// dot product between normal and light direction for
// standard diffuse (Lambert) lighting
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
// factor in the light color
o.diffuse = nl * _LightColor0;
// the only difference from previous shader:
// in addition to the diffuse lighting from the main light,
// add illumination from ambient or light probes
// ShadeSH9 function from UnityCG.cginc evaluates it,
// using world space normal
o.diffuse.rgb += ShadeSH9(half4(worldNormal,1));
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
col.rgb *= i.diffuse;
return col;
}
ENDCG
}
} // SurShader
}
Shadowキャスティング
ShadowMapに深度を描画するPassを追加する。
簡単なのは下記。
// pull in shadow caster from VertexLit built-in shader
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
手作りもできる。
pragma multi_compile_shadowcasterがポイント
// shadow caster rendering pass, implemented manually
// using macros from UnityCG.cginc
Pass
{
Tags{ "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert(appdata_base v)
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
ShadowReceiveing
pragma multi_compile_fwdbaseがポイント
Shader "CustomShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Geometry" }
LOD 100
Pass
{
Tags{ "LightMode" = "ForwardBase" "IgnoreProjector" = "True" "PerformanceChecks" = "False" }
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc" // for _LightColor0
// compile shader into multiple variants, with and without shadows
// (we don't care about any lightmaps yet, so skip these variants)
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
// shadow helper functions and macros
#include "AutoLight.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
fixed4 diff : COLOR0; // diffuse lighting color
fixed3 ambient : COLOR1;
SHADOW_COORDS(1) // put shadows data into TEXCOORD1
UNITY_FOG_COORDS(1)
};
uniform float4 _Color;
uniform sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
// dot product between normal and light direction for
// standard diffuse (Lambert) lighting
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
// factor in the light color
o.diff = nl * _LightColor0;
// the only difference from previous shader:
// in addition to the diffuse lighting from the main light,
// add illumination from ambient or light probes
// ShadeSH9 function from UnityCG.cginc evaluates it,
// using world space normal
o.ambient = ShadeSH9(half4(worldNormal, 1));
// compute shadows data
TRANSFER_SHADOW(o)
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
fixed shadow = SHADOW_ATTENUATION(i);
// darken light's illumination with shadow, keep ambient intact
fixed3 lighting = i.diff * shadow + i.ambient;
col.rgb *= lighting;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
// shadow caster rendering pass, implemented manually
// using macros from UnityCG.cginc
Pass
{
Tags{ "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert(appdata_base v)
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
} // SurShader
Fallback "Transparent/VertexLit"
}