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- //This is based on a shader from https://alastaira.wordpress.com/2014/12/30/adding-shadows-to-a-unity-vertexfragment-shader-in-7-easy-steps/
- Shader "Custom/MobileARShadow"
- {
- SubShader {
- Pass {
-
- // 1.) This will be the base forward rendering pass in which ambient, vertex, and
- // main directional light will be applied. Additional lights will need additional passes
- // using the "ForwardAdd" lightmode.
- // see: http://docs.unity3d.com/Manual/SL-PassTags.html
- Tags { "LightMode" = "ForwardBase" "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" }
- LOD 150
- Blend Zero SrcColor
- ZWrite On
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- // 2.) This matches the "forward base" of the LightMode tag to ensure the shader compiles
- // properly for the forward bass pass. As with the LightMode tag, for any additional lights
- // this would be changed from _fwdbase to _fwdadd.
- #pragma multi_compile_fwdbase
-
- // 3.) Reference the Unity library that includes all the lighting shadow macros
- #include "AutoLight.cginc"
-
-
- struct v2f
- {
- float4 pos : SV_POSITION;
-
- // 4.) The LIGHTING_COORDS macro (defined in AutoLight.cginc) defines the parameters needed to sample
- // the shadow map. The (0,1) specifies which unused TEXCOORD semantics to hold the sampled values -
- // As I'm not using any texcoords in this shader, I can use TEXCOORD0 and TEXCOORD1 for the shadow
- // sampling. If I was already using TEXCOORD for UV coordinates, say, I could specify
- // LIGHTING_COORDS(1,2) instead to use TEXCOORD1 and TEXCOORD2.
- LIGHTING_COORDS(0,1)
- };
-
-
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
-
- // 5.) The TRANSFER_VERTEX_TO_FRAGMENT macro populates the chosen LIGHTING_COORDS in the v2f structure
- // with appropriate values to sample from the shadow/lighting map
- TRANSFER_VERTEX_TO_FRAGMENT(o);
-
- return o;
- }
-
- fixed4 frag(v2f i) : COLOR {
-
- // 6.) The LIGHT_ATTENUATION samples the shadowmap (using the coordinates calculated by TRANSFER_VERTEX_TO_FRAGMENT
- // and stored in the structure defined by LIGHTING_COORDS), and returns the value as a float.
- float attenuation = LIGHT_ATTENUATION(i);
- return fixed4(1.0,1.0,1.0,1.0) * attenuation;
- }
-
- ENDCG
- }
- }
-
- // 7.) To receive or cast a shadow, shaders must implement the appropriate "Shadow Collector" or "Shadow Caster" pass.
- // Although we haven't explicitly done so in this shader, if these passes are missing they will be read from a fallback
- // shader instead, so specify one here to import the collector/caster passes used in that fallback.
- Fallback "VertexLit"
- }
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