从自定义 GLSL 统一阴影投射的阴影与“surf”方法输出不匹配

问题描述 投票:0回答:1

问题:

我编写了一个自定义着色器,用于从精灵表制作动画精灵(没有详细说明为什么我要这样做,而不是在这个项目中使用 Unity 的动画播放器”)。

效果很好,但投射的阴影是完整的精灵表,而不是 surf 方法中显示的当前单元格。例如,如果有一个包含 4 帧的精灵表。您将看到纸张的每个帧都有 4 个单独的阴影,而不是当前帧投射的阴影。

enter image description here

我可以更改材质属性中的“平铺”和“偏移”值来校正阴影。 但这需要 CPU 端的逻辑来更新它们,并且需要与着色器同步。

问题: 有没有办法将其纯粹保留在着色器中并具有正确的阴影?

这是附加的着色器:

Shader "Custom/Pixel_Sprite_Diffuse"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _Cutoff("Cutoff", Range(0, 1)) = 0.5
        [ToggleOff]  _SpecularHighlights ("Specular Highlights", Float) = 1.000000
        [ToggleOff]  _GlossyReflections ("Glossy Reflections", Float) = 1.000000
        
        cell_x_count("Cell Count X", float) = 1
        cell_y_count("Cell Count Y", float) = 1
        frame_count("Frame Count", float) = 1
        speed("Speed", float) = 1
    }
    SubShader
    {
        Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent"} 
        ZWrite Off

        
        //Tags{ "RenderType" = "Transparent" "Queue" = "TransparentCutout"} 
        //ZWrite Off Blend SrcAlpha OneMinusSrcAlpha 
        LOD 300

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard alphatest:_Cutoff  

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        float _SpecularHighlights;
        float _GlossyReflections;
        fixed4 _Color;
        float frame_count;
        float cell_x_count;
        float cell_y_count;
        float speed;
        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)


        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            int currentIndex = (int)
                    (((float)_Time * speed * 20) % frame_count);

            float2 cellSize
                = float2(
                    1.0 / cell_x_count,
                    1.0 / cell_y_count
                );

            const float2 offset = float2
            (
                 ((float)currentIndex % cell_x_count) / cell_x_count,
                  1 - (1 * floor(2.0 * (float)currentIndex * cellSize.x * cellSize.y))
            );


            const float2 cellCoord =
                float2(
                    IN.uv_MainTex.x * cellSize.x,
                    -(1 - IN.uv_MainTex.y) * cellSize.y
            );

            const float2 samplePoint = offset + cellCoord;
            float4 color =  tex2D(_MainTex, samplePoint);

            if( color.a < .01)
            {
                discard;
            }

            o.Albedo = color.rgb;
            o.Alpha = color.a;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
        }
        
        ENDCG
    }
    FallBack "Standard"
}

我之前制作了一个脚本解决方案来更新材质上的“平铺”和“偏移”,以创建动画幻觉,这在很大程度上有效,但设置起来不如简单的着色器简单。

c# unity-game-engine glsl shader fragment-shader
1个回答
0
投票

现在,您的着色器正在使用后备中的

ShadowCaster
通道,定义为
FallBack "Standard"
。您需要定义自己的 ShadowCaster 通道:从标准复制通道并复制您的自定义纹理坐标转换。

您可以将该转换提取到 .cginc 文件中的方法,并通过

#include "YourLibrary.cginc"
将其包含在传递中。该方法将选取所有相同的着色器属性值,因为它们是为所有通道设置的。

参见https://docs.unity3d.com/Manual/SL-Pass.html

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