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Shader 1:能接受阴影的透明shader

第一次接触Shader,项目需要,直接说需求吧,需要一个透明并且能接受阴影的shader。unity系统自带的shader已经满足不了了。上一段代码吧

Shader "GreenArch/Transparent Plane Shadow2" {
    Properties {
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "DEFERRED"
            Tags {
                "LightMode"="Deferred"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_DEFERRED
            #include "UnityCG.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile ___ UNITY_HDR_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float4 posWorld : TEXCOORD0;
                float3 normalDir : TEXCOORD1;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                return o;
            }
            void frag(
                VertexOutput i,
                out half4 outDiffuse : SV_Target0,
                out half4 outSpecSmoothness : SV_Target1,
                out half4 outNormal : SV_Target2,
                out half4 outEmission : SV_Target3 )
            {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
////// Lighting:
                float3 finalColor = 0;
                outDiffuse = half4( 0, 0, 0, 1 );
                outSpecSmoothness = half4(0,0,0,0);
                outNormal = half4( normalDirection * 0.5 + 0.5, 1 );
                outEmission = half4(0,0,0,1);
                #ifndef UNITY_HDR_ON
                    outEmission.rgb = exp2(-outEmission.rgb);
                #endif
            }
            ENDCG
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float4 posWorld : TEXCOORD0;
                float3 normalDir : TEXCOORD1;
                UNITY_FOG_COORDS(2)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
////// Lighting:
                float3 finalColor = 0;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

 

Shader 1:能接受阴影的透明shader