GLSL in Unity 系列文章(六):实时阴影实现——Shadow Mapping

Unity实时阴影实现——Shadow Mapping
Unity的实时阴影-ShadowMap实现原理

今天用GLSL实现一下Shadow Mapping,Shadow Mapping原理也比较简单,先在灯光的位置生成一个相机,平行光就使用正交模式,本篇使用的就是平行光,并且相机的朝向与灯光朝向一致,渲染出一张深度图,也就是生成了Shadow Mapping图,接收阴影时通过uv去采样深度图,比较深度即可,大于深度则说明被遮挡了,反之则没有,更详情的可以参考文章顶部的链接。
以下是效果:


Shadow
Soft Shadow

生成深度图

Shader "GLSL/ShadowMapping/Caster" 
{
    SubShader {
        Tags {          
            "RenderType" = "Opaque"
        }
        Pass {
            Fog { Mode Off }
            Cull front//设置Cull front可解决面向光源的acne问题
            GLSLPROGRAM
            //gl_Vertex 顶点
            //gl_Position 裁剪空间坐标输出到片元着色器
            //gl_FragColor 输出颜色
            #include "UnityCG.glslinc"
            #include "lib/Custom.glslinc"
            
            uniform float _gShadowBias;

            struct v2f {
                vec4 pos;//其实没用到,为了展示如何使用glsl结构体
                vec2 depth;
            };

            #ifdef VERTEX
            out v2f v;
            void main()
            {            
                gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                gl_Position.z += _gShadowBias;
                v.depth = gl_Position.zw;
            }
            #endif
            #ifdef FRAGMENT
            in v2f v;
            void main()
            {
                float depth = v.depth.x / v.depth.y;

            #if defined (SHADER_TARGET_GLSL) 
                depth = depth* 0.5 + 0.5; //(-1, 1)-->(0, 1)
            #elif defined (UNITY_REVERSED_Z) //如果是使用的reverzed-z,需要处理一下
                depth = 1.0 - depth;       //(1, 0)-->(0, 1)
            #endif

                gl_FragColor = EncodeFloatRGBA(depth);
            }
            #endif
            ENDGLSL  
        }
    }
}

接收阴影

Shader "GLSL/ShadowMapping/Receiver" {
    SubShader{
        Tags { "RenderType" = "Opaque" }
        LOD 300

        Pass {
            Name "FORWARD"
            Tags{ "LightMode" = "ForwardBase" }

            GLSLPROGRAM
            //gl_Vertex 顶点
            //gl_Position 裁剪空间坐标输出到片元着色器
            //gl_FragColor 输出颜色
            #include "UnityCG.glslinc"
            #include "lib/Custom.glslinc"

            uniform mat4 _gWorldToShadow;
            uniform sampler2D _gShadowMapTexture;
            /*{TextureName}_TexelSize - a float4 property contains texture size information :
            x contains 1.0 / width
            y contains 1.0 / height
            z contains width
            w contains height*/
            uniform vec4 _gShadowMapTexture_TexelSize;
            uniform float _gShadowStrength;

            //3x3的PCF Soft Shadow
            float PCFSample(float depth, vec2 uv)
            {
                float shadow = 0.0;
                for (int x = -1; x <= 1; ++x)
                {
                    for (int y = -1; y <= 1; ++y)
                    {
                        vec4 col = texture(_gShadowMapTexture, uv + vec2(x, y) * _gShadowMapTexture_TexelSize.xy);
                        float sampleDepth = DecodeFloatRGBA(col);
                        shadow += sampleDepth < depth ? _gShadowStrength : 1.0;//接受物体片元的深度与深度图的值比较,大于则表示被挡住灯光,显示为阴影,否则显示自己的颜色(这里显示白色)
                    }
                }
                return shadow /= 9.0;
            }

            #ifdef VERTEX
            out vec4 shadowCoord;
            void main()
            {            
                gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                vec4 worldPos = unity_ObjectToWorld * gl_Vertex;
                shadowCoord = _gWorldToShadow * worldPos;
            }
            #endif
            #ifdef FRAGMENT
            in vec4 shadowCoord;
            void main()
            {
                // shadow
                vec2 uv = shadowCoord.xy / shadowCoord.w;
                uv = uv * 0.5 + 0.5; //(-1, 1)-->(0, 1)

                float depth = shadowCoord.z / shadowCoord.w;
            #if defined (SHADER_TARGET_GLSL)
                depth = depth * 0.5 + 0.5; //(-1, 1)-->(0, 1)
            #elif defined (UNITY_REVERSED_Z)
                depth = 1 - depth;       //(1, 0)-->(0, 1)
            #endif
                // PCFSample
                // float shadow = PCFSample(depth, uv);
                // gl_FragColor = vec4(shadow, shadow, shadow, shadow);

                // sample depth texture
                vec4 col = texture(_gShadowMapTexture, uv);//310以后texture2D过期了,使用texture函数
                float sampleDepth = DecodeFloatRGBA(col);
                float shadow = sampleDepth < depth ? _gShadowStrength : 1.0;//接受物体片元的深度与深度图的值比较,大于则表示被挡住灯光,显示为阴影,否则显示自己的颜色(这里显示白色)
                gl_FragColor = vec4(shadow, shadow, shadow, shadow);
            }
            #endif
            ENDGLSL
        }
    }
}

C#设置全局变量

using UnityEngine;

public class ShadowMapping : MonoBehaviour
{
    public Light dirLight;
    Camera dirLightCamera;

    public int shadowResolution = 1;
    public Shader shadowCaster = null;
    private RenderTexture rt_2d;

    void OnDestroy()
    {
        dirLightCamera = null;
        DestroyImmediate(rt_2d);
    }
    
    //创建rt
    private RenderTexture CreateRenderTexture()
    {
        RenderTextureFormat rtFormat = RenderTextureFormat.Default;
        if (!SystemInfo.SupportsRenderTextureFormat(rtFormat))
            rtFormat = RenderTextureFormat.Default;

        rt_2d = new RenderTexture(512 * shadowResolution, 512 * shadowResolution, 24, rtFormat);
        rt_2d.hideFlags = HideFlags.DontSave;

        Shader.SetGlobalTexture("_gShadowMapTexture", rt_2d);

        return rt_2d;
    }
    
    //创建正交相机
    public Camera CreateDirLightCamera()
    {
        GameObject goLightCamera = new GameObject("Directional Light Camera");
        Camera LightCamera = goLightCamera.AddComponent();

        LightCamera.cullingMask = 1 << LayerMask.NameToLayer("Caster");
        LightCamera.backgroundColor = Color.white;
        LightCamera.clearFlags = CameraClearFlags.SolidColor;

        LightCamera.orthographic = true;
        LightCamera.orthographicSize = 10f;
        LightCamera.nearClipPlane = 0.3f;
        LightCamera.farClipPlane = 100;
        LightCamera.transform.rotation = dirLight.transform.rotation;
        LightCamera.transform.position = dirLight.transform.position;
        //LightCamera.enabled = false;
        return LightCamera;
    }

    private void Update()
    {
        if (dirLight)
        {
            if (!dirLightCamera)
            {
                dirLightCamera = CreateDirLightCamera();
                dirLightCamera.targetTexture = CreateRenderTexture();
            }
            //dirLightCamera.RenderWithShader(shadowCaster, "");//没用
            dirLightCamera.SetReplacementShader(shadowCaster, "RenderType");
            Shader.SetGlobalFloat("_gShadowBias", 0.005f);
            Shader.SetGlobalFloat("_gShadowStrength", 0.5f);
            Matrix4x4 projectionMatrix = GL.GetGPUProjectionMatrix(dirLightCamera.projectionMatrix, false);
            Shader.SetGlobalMatrix("_gWorldToShadow", projectionMatrix * dirLightCamera.worldToCameraMatrix);
        }
    }
}

好了,下次可以实现一下CSM(Cascaded Shadow Mapping),一起期待吧。

github:https://github.com/eangulee/GLSLInUnity.git

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