我已经制作了一个自定义着色器,该着色器向表面着色器添加了传递以实现对象周围的轮廓。该对象是一个带有角色精灵的四边形,可以在3D游戏中获得2D角色。该对象应该以与精灵相同的形状投射阴影。
但是,当我在Windows或android平台上构建游戏时,阴影完全忽略对象的透明度,仅显示四边形的阴影。
我不确定问题是否是由我的着色器或设置中的某种原因引起的。我已经将质量设置重置为默认值,即使将其设置为超级质量,仍然存在问题。场景中唯一的光是定向的光,同时打开了柔和的阴影。
这是我的着色器中的代码。
Shader "Custom/MultiPassOutlineShader" {
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
_OutlineColor ("Outline Color",Color) = (1,1,1,1)
_OutlineThickness ("Outline Thickness",float) = 0.05
}
SubShader {
Tags {"RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
LOD 100
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag alpha
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _OutlineThickness;
fixed4 _OutlineColor;
v2f vert (appdata v)
{
v2f o;
v.vertex = normalize(v.vertex) * _OutlineThickness + v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_APPLY_FOG(i.fogCoord, col);
fixed4 c = tex2D (_MainTex, i.uv);
fixed4 col = _OutlineColor;
col.a *= c.a;
clip(c.a-0.1);
return col;
}
ENDCG
}
ZWrite On
Blend Off
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// 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_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
clip(c.a - 0.9);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Standard"
}
答案 0 :(得分:0)
我通过添加阴影投射过程解决了该问题。 (由于某些原因,unity对此没有文档。)我还将后备状态更改为“ VertexLit”,但我不知道这是否有效果。我仍然不知道为什么编辑器中的阴影形状与构建中的阴影形状不同。
//From https://answers.unity.com/questions/1003169/shadow-caster-shader.html
Pass{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Fog {Mode Off}
ZWrite On ZTest Less Cull Off
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
v2f vert(appdata_full v )
{
v2f o;
o.uv = v.texcoord;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag( v2f i ) : COLOR
{
fixed4 c = tex2D (_MainTex, i.uv);
clip(c.a - 0.9);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}