URP多光源阴影处理
本系列URP不再阐述具体的效果实现逻辑与公式推导,侧重于URP下对《Shader入门精要》中Demo的复刻。如果对该Shader实现原理层面不太了解,建议移步我之前对《Shader入门精要》一书的学习笔记博客。在此感谢该书作者冯乐乐女神为我们这些新手铺垫了求学之路。
效果图
思路
- 阴影分为接收阴影和投射阴影两个部分,接收阴影开启部分关键字就可以了,但投射阴影需要写一个用与投射阴影的Pass,该Pass的渲染路径采用ShadowCaster
- 第一个Pass,开启一系列相关关键字,用于接收阴影
- 然后在片元着色器中使用TransformWorldToShadowCoord函数获取阴影纹理坐标,使用该坐标获取主光源,再进行一系列光源计算
- 第二个Pass参考URP的
Universal Render Pipeline/Lit/ShadowCaster
Pass创建生成阴影的Pass,主要任务在于将阴影从对象空间中转换到裁剪空间。
注意事项
点光源不支持实时阴影,如果想实现点光源阴影应该采用光照烘焙,点光源和聚光灯都不支持间接反射阴影。
想要副光源也能够产生阴影,需要先在URP管线的Inspector面板下为Additional Lights勾选上Cast Shadows。
然后在光源的Inspector面板中,将Shadow Type切换成Soft Shadows
场景中背面搭建的Plane处于逆光状态,想要该Plane也产生阴影,需要将其Mesh Rederer组件下的Cast Shadows设置成Two Sided。
使用到的语法
- 一些列用于接收阴影的关键字。
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _SHADOWS_SOFT
-
传入片元的世界位置,获取该位置下的阴影纹理坐标,后续可以使用该坐标获取到主光源(Light),与之前不同的是该光源信息中shadowAttenuation阴影衰减不在为1,方便后续的阴影计算
TransformWorldToShadowCoord(positionWS);
-
表明该Pass采用阴影渲染模式
Tags { "LightMode" = "ShadowCaster" }
-
用于获取应用阴影的深度偏移后的阴影坐标
ApplyShadowBias(positionWS, normalWS, _LightDirection)
-
通过关键字判断法线归一化的计算方式
o.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
//"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" real3 NormalizeNormalPerVertex(real3 normalWS) { #if defined(SHADER_QUALITY_LOW) && defined(_NORMALMAP) return normalWS; #else return normalize(normalWS); #endif }
完整代码
Shader "URP/MultiLightShadow"
{
Properties
{
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
[Toggle(_AdditionalLights)] _AddLights ("AddLights", Float) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _Diffuse;
float4 _Specular;
float _Gloss;
CBUFFER_END
ENDHLSL
Pass
{
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
// 设置关键字
#pragma shader_feature _AdditionalLights
// 接收阴影所需关键字
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS: POSITION;
float3 normalOS: NORMAL;
float4 tangentOS: TANGENT;
};
struct Varyings
{
float4 positionCS: SV_POSITION;
float3 positionWS: TEXCOORD0;
float3 normalWS: TEXCOORD1;
float3 viewDirWS: TEXCOORD2;
};
Varyings vert(Attributes v)
{
Varyings o;
// 获取不同空间下坐标信息
VertexPositionInputs positionInputs = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = positionInputs.positionCS;
o.positionWS = positionInputs.positionWS;
// 获取世界空间下法线相关向量
VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, v.tangentOS);
o.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
o.viewDirWS = GetCameraPositionWS() - positionInputs.positionWS;
return o;
}
/// lightColor:光源颜色
/// lightDirectionWS:世界空间下光线方向
/// lightAttenuation:光照衰减
/// normalWS:世界空间下法线
/// viewDirectionWS:世界空间下视角方向
half3 LightingBased(half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)
{
// 兰伯特漫反射计算
half NdotL = saturate(dot(normalWS, lightDirectionWS));
half3 radiance = lightColor * (lightAttenuation * NdotL) * _Diffuse.rgb;
// BlinnPhong高光反射
half3 halfDir = normalize(lightDirectionWS + viewDirectionWS);
half3 specular = lightColor * pow(saturate(dot(normalWS, halfDir)), _Gloss) * _Specular.rgb;
return radiance + specular;
}
half3 LightingBased(Light light, half3 normalWS, half3 viewDirectionWS)
{
// 注意light.distanceAttenuation * light.shadowAttenuation,这里已经将距离衰减与阴影衰减进行了计算
return LightingBased(light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS);
}
half4 frag(Varyings i): SV_Target
{
half3 normalWS = NormalizeNormalPerPixel(i.viewDirWS);
half3 viewDirWS = SafeNormalize(i.normalWS);
// 获取阴影坐标
float4 shadowCoord = TransformWorldToShadowCoord(i.positionWS.xyz);
// 使用HLSL的函数获取主光源数据
Light mainLight = GetMainLight(shadowCoord);
half3 diffuse = LightingBased(mainLight, normalWS, viewDirWS);
// 计算其他光源
#ifdef _AdditionalLights
uint pixelLightCount = GetAdditionalLightsCount();
for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++ lightIndex)
{
// 获取其他光源
Light light = GetAdditionalLight(lightIndex, i.positionWS);
diffuse += LightingBased(light, normalWS, viewDirWS);
}
#endif
half3 ambient = SampleSH(normalWS);
return half4(ambient + diffuse, 1.0);
}
ENDHLSL
}
//下面计算阴影的Pass可以直接通过使用URP内置的Pass计算
//UsePass "Universal Render Pipeline/Lit/ShadowCaster"
// or
// 计算阴影的Pass
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Cull Off
ZWrite On
ZTest LEqual
HLSLPROGRAM
// 设置关键字
#pragma shader_feature _ALPHATEST_ON
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct Attributes
{
float4 positionOS: POSITION;
float3 normalOS: NORMAL;
};
struct Varyings
{
float4 positionCS: SV_POSITION;
};
// 获取裁剪空间下的阴影坐标
float4 GetShadowPositionHClips(Attributes input)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
// 获取阴影专用裁剪空间下的坐标
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
// 判断是否是在DirectX平台翻转过坐标
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = GetShadowPositionHClips(input);
return output;
}
half4 frag(Varyings input): SV_TARGET
{
return 0;
}
ENDHLSL
}
}
FallBack "Packages/com.unity.render-pipelines.universal/FallbackError"
}