[URP]阴影与环境光(常见问题)

之前学习CRomputer罗老师的这篇文章,文章写得很详细,但在实测中发现改代码并没有接受阴影,只有投影,排查发现在

			#pragma multi_compile  _MAIN_LIGHT_SHADOWS
			#pragma multi_compile  _MAIN_LIGHT_SHADOWS_CASCADE
			#pragma multi_compile  _SHADOWS_SOFT

这段代码中少了一个“_”,修改后应该是这样

            //接受物体投射出来的阴影

            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS

            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE

            //软阴影

            #pragma multi_compile _ _SHADOWS_SOFT

三个都加上“_”后接受阴影才会显示正常;

完整代码我就不复制了,直接复制罗老师代码修改下划线就行;

我这里放出简化过后的代码,Mix了fog,方便使用:

Shader "CeShiShadow"
{
    Properties
    {
        _Color ("Color", Color)=(1,1,1,1)


    }    
    
    SubShader
    {
        Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue" = "Geometry"}
        AlphaToMask Off
        LOD 100

        Pass
        {
            Tags{"LightMode"="UniversalForward"}
            HLSLPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

			//接受物体投射出来的阴影
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
			//软阴影
			#pragma multi_compile _ _SHADOWS_SOFT
            
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv0 : TEXCOORD0;
                float3 normal : NORMAL;
                float4 tangent: TANGENT;
            };

            struct v2f
            {
                float4 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                half   fogCoord : TEXCOORD5;     //单个fog可以写half
                float4 vertex : SV_POSITION;

            };

            CBUFFER_START(UnityPerMaterial)
            float4 _Color,_ShadowMainColor; 
            CBUFFER_END


            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = TransformObjectToHClip(v.vertex.xyz);
                o.worldPos = TransformObjectToWorld(v.vertex.xyz);
                o.fogCoord = ComputeFogFactor(o.vertex.z);
                
                return o;
            }

            half4 frag (v2f i) : SV_Target
            {   

				float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.worldPos);
                Light light = GetMainLight(SHADOW_COORDS);
                half shadow_coord = light.shadowAttenuation;

                //half3 ambient = _GlossyEnvironmentColor.rgb;
                half3 finalCol =_Color.rgb; 
                finalCol.rgb = MixFog(finalCol.rgb,i.fogCoord);

                finalCol.rgb = lerp(_ShadowMainColor.rgb * finalCol.rgb, finalCol.rgb, shadow_coord);

                return float4(finalCol,1);
            }
            ENDHLSL
        }
    UsePass "Universal Render Pipeline/Lit/ShadowCaster"
    UsePass "Universal Render Pipeline/Lit/DepthOnly"         //深度绘制Pass防止消失

    }
    FallBack "Packages/com.unity.render-pipelines.universal/FallbackError"
}

 另外补充一下投射阴影也不一定非要使用UsePass "Universal Render Pipeline/Lit/ShadowCaster"

有时候需要单独处理阴影做偏移的时候,也可以单独写一个阴影Pass;

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