偶然看到了庄懂老师的公开课,下载了工程,跟着做了一个第12节课的DOTA2角色shader,结果遇到了一个动用我全身上下的脑子(bushi)也想不清的问题…
该部分需要的文件我打包放到了度盘,希望热心大佬可以尝试攻略一番QWQ
Package网盘链接欢迎大佬捯饬,分享码9958快救救我八
问题描述
因为做了Clip,想要被Clip部分的阴影显示正确,需要做如下操作:
- 添加正确的FallBack:
FallBack "Legacy Shaders/Transparent/Cutout/VertexLit
- 添加参数:
[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
[HideInInspector] _Color ("Main Color", Color) = (1.0, 1.0, 1.0, 1.0)
当初也在《UnityShader入门精要》中学到过,也手操过,没有什么不对劲
但是这次出现了下面的情况:
- 按下鼠标按键(左中右)拖动屏幕,阴影会消失;若离得够近,还可以看到一些像噪点一样的细碎暗色面片在移动
- 松开鼠标按键,几秒后阴影会再次出现,但是出现的阴影依然是没有计算Clip部分的阴影
- 使用该shader的物体,在按下鼠标按键(左中右)拖动屏幕,会发现能看到物体后面的物体(虽然只是轮廓),就像变透明了一样
- 在代码中注释“_Cutoff” 属性的话,上面的3条现象随着也消失了
具体见视频:
【Help】Something wrong when I add shadow to an AlphaTest shader
…
原谅我放了YouTube…
CSDN到底是什么时候不能放视频的啊…
由于不想把奇奇怪怪的东西放在b站,只好放YouTube了…
Debug尝试
-
输出shadow,确定问题出在shadow上
-
修改了Tag,无明显变化
Tags {
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
}
- 注释掉 _Color 属性,无明显变化
- 注释掉 _Cutoff 属性,阴影回归正常;但依然无法正确显示Clip部分的阴影
- 修改 _Cutoff 的值到0.1,无明显变化
代码比较
我的代码(阴影错误)
Shader "DOTA2/Ogre"
{
Properties
{
[Header(Texture)]
_BaseTex ("Base Tex", 2D) = "white" {
}
_BumpMap ("Bump Map", 2D) = "white" {
}
_SRTE ("Spec Rim Tint SpecExp", 2D) = "white" {
}
_Metallic ("Metallic", 2D) = "black" {
} // Default 0
_Emission ("Emission", 2D) = "black" {
}
_Fresnel ("Fresnel Warp", 2D) = "white" {
}
_DiffWrap ("Diffuse Warp", 2D) = "white" {
}
_EnvCube ("EnvCube", Cube) = "white" {
}
[Header(Color)]
_LightCol ("Light Color", Color) = (1,1,1,1)
_EnvCol ("Environment Color", Color) = (1,1,1,1)
[Header(Adjust Value)]
_SpecInt ("Specular Intensity", float) = 5
_SpecExp ("Specular Exponent", float) = 5
_EnvSpecInt ("Env Spec Int", float) = 1
_EmtInt ("Emission Int", float) = 1
// Necessary for correct AlphaTest shadow
//[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
[HideInInspector] _Color ("Main Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags {
"RenderType"="Opaque" }
Pass
{
Tags{
"LightMode" = "ForwardBase"}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase
#pragma target 3.0
sampler2D _BaseTex;
sampler2D _BumpMap;
sampler2D _SRTE;
sampler2D _Metallic;
sampler2D _Emission;
sampler2D _Fresnel;
sampler2D _DiffWrap;
samplerCUBE _EnvCube;
fixed3 _LightCol;
fixed3 _EnvCol;
fixed _SpecInt;
fixed _SpecExp;
fixed _EnvSpecInt;
fixed _EmtInt;
fixed _Cutoff;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION; // Must use 'pos' for Shadow Macros
float2 uv : TEXCOORD0;
float4 t2w0 : TEXCOORD1;
float4 t2w1 : TEXCOORD2;
float4 t2w2 : TEXCOORD3;
LIGHTING_COORDS(4, 5)
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 posWS = UnityObjectToWorldDir(v.vertex);
o.uv = v.uv;
fixed3 normalWS = UnityObjectToWorldNormal(v.normal);
fixed3 tangentWS = UnityObjectToWorldDir(v.tangent);
fixed3 bitangentWS = cross(normalWS, tangentWS) * v.tangent.w;
o.t2w0 = float4(tangentWS.x, bitangentWS.x, normalWS.x, posWS.x);
o.t2w1 = float4(tangentWS.y, bitangentWS.y, normalWS.y, posWS.y);
o.t2w2 = float4(tangentWS.z, bitangentWS.z, normalWS.z, posWS.z);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Clip
fixed4 baseCol = tex2D(_BaseTex, i.uv);
clip(baseCol.a - _Cutoff);
// Bump
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv));
fixed3 normalDirWS = normalize(mul(fixed3x3(i.t2w0.xyz, i.t2w1.xyz, i.t2w2.xyz), bump));
// World-Space vectors
float3 posWS = float3(i.t2w0.w, i.t2w1.w, i.t2w2.w);
fixed3 lightDirWS = normalize(UnityWorldSpaceLightDir(posWS));
fixed3 viewDirWS = normalize(UnityWorldSpaceViewDir(posWS));
fixed3 viewReflDirWS = reflect(-viewDirWS, normalDirWS);
// Texture Sampling
fixed4 srte = tex2D(_SRTE, i.uv); // SpecMsk(SpecInt), RimMsk(RimMsk), TintByBaseMsk(TintMsk), SpecExp
fixed metallic = tex2D(_Metallic, i.uv).r;
fixed3 fresnelWarp = tex2D(_Fresnel, dot(viewDirWS, normalDirWS)); // FresnelWarpCol, FresnelWarpRim, FresnelWarpSpec
fresnelWarp = lerp(fresnelWarp, 0.0, metallic); // *
fixed emsMsk = tex2D(_Emission, i.uv).r;
fixed3 envCol = texCUBElod(_EnvCube, float4(viewReflDirWS, lerp(8.0, 0.0, srte.a))).rgb; // *
/// Lighting
/// Base Color - ExpModel
fixed3 baseDiff = lerp(baseCol, half3(0.0, 0.0, 0.0), metallic); // *
fixed3 baseSpec = lerp(baseCol, half3(0.3, 0.3, 0.3), srte.b) * srte.r; // *
/// Light
fixed halfLambert = dot(normalDirWS, lightDirWS) * 0.5 + 0.5;
fixed diffWarp = tex2D(_DiffWrap, fixed2(halfLambert, 0.2)).r; // Adjusts diffuse value
fixed blinnPhong = pow(saturate(dot(normalDirWS, normalize(lightDirWS + viewDirWS))), srte.a * _SpecExp);
blinnPhong *= saturate(dot(normalDirWS, lightDirWS));
fixed3 lightDiff = _LightCol * baseDiff * diffWarp;
fixed3 lightSpec = _LightCol * baseSpec * max(blinnPhong, fresnelWarp.b) * _SpecInt; // *
/// Environment
fixed reflInt = max(fresnelWarp.b, metallic) * srte.r; // *
fixed3 envDiff = baseDiff * _EnvCol;
fixed3 envSpec = envCol * baseSpec * reflInt * _EnvSpecInt;
fixed3 rim = float3(1,1,1) * fresnelWarp.g * srte.g * saturate(normalDirWS.g);
fixed3 emission = baseDiff * emsMsk * _EmtInt;
/// Shadow
fixed shadow = LIGHT_ATTENUATION(i);
// return shadow;
return float4((lightDiff + lightSpec) * shadow + envDiff + envSpec + rim + emission, 1);
}
ENDCG
}
}
FallBack "Legacy Shaders/Transparent/Cutout/VertexLit"
}
庄懂老师的代码(阴影正确)
Shader "AP01/L12/Dota2" {
Properties {
[Header(Texture)]
_MainTex ("RGB:颜色 A:透贴", 2d) = "white"{
}
_MaskTex ("R:高光强度 G:边缘光强度 B:高光染色 A:高光次幂", 2d) = "black"{
}
_NormTex ("RGB:法线贴图", 2d) = "bump"{
}
_MatelnessMask ("金属度遮罩", 2d) = "black"{
}
_EmissionMask ("自发光遮罩", 2d) = "black"{
}
_DiffWarpTex ("颜色Warp图", 2d) = "gray"{
}
_FresWarpTex ("菲涅尔Warp图", 2d) = "gray"{
}
_Cubemap ("环境球", cube) = "_Skybox"{
}
[Header(DirDiff)]
_LightCol ("光颜色", color) = (1.0, 1.0, 1.0, 1.0)
[Header(DirSpec)]
_SpecPow ("高光次幂", range(0.0, 99.0)) = 5
_SpecInt ("高光强度", range(0.0, 10.0)) = 5
[Header(EnvDiff)]
_EnvCol ("环境光颜色", color) = (1.0, 1.0, 1.0, 1.0)
[Header(EnvSpec)]
_EnvSpecInt ("环境镜面反射强度", range(0.0, 30.0)) = 0.5
[Header(RimLight)]
[HDR]_RimCol ("轮廓光颜色", color) = (1.0, 1.0, 1.0, 1.0)
[Header(Emission)]
_EmitInt ("自发光强度", range(0.0, 10.0)) = 1.0
[HideInInspector]
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[HideInInspector]
_Color ("Main Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma target 3.0
// 输入参数
uniform sampler2D _MainTex;
uniform sampler2D _MaskTex;
uniform sampler2D _NormTex;
uniform sampler2D _MatelnessMask;
uniform sampler2D _EmissionMask;
uniform sampler2D _DiffWarpTex;
uniform sampler2D _FresWarpTex;
uniform samplerCUBE _Cubemap;
// DirDiff
uniform half3 _LightCol;
// DirSpec
uniform half _SpecPow;
uniform half _SpecInt;
// EnvDiff
uniform half3 _EnvCol;
// EnvSpec
uniform half _EnvSpecInt;
// RimLight
uniform half3 _RimCol;
// Emission
uniform half _EmitInt;
// Other
uniform half _Cutoff;
// 输入结构
struct VertexInput {
float4 vertex : POSITION; // 顶点信息 Get✔
float2 uv0 : TEXCOORD0; // UV信息 Get✔
float4 normal : NORMAL; // 法线信息 Get✔
float4 tangent : TANGENT; // 切线信息 Get✔
};
// 输出结构
struct VertexOutput {
float4 pos : SV_POSITION; // 屏幕顶点位置
float2 uv0 : TEXCOORD0; // UV0
float4 posWS : TEXCOORD1; // 世界空间顶点位置
float3 nDirWS : TEXCOORD2; // 世界空间法线方向
float3 tDirWS : TEXCOORD3; // 世界空间切线方向
float3 bDirWS : TEXCOORD4; // 世界空间副切线方向
LIGHTING_COORDS(5,6) // 投影相关
};
// 输入结构>>>顶点Shader>>>输出结构
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0; // 新建输出结构
o.pos = UnityObjectToClipPos( v.vertex ); // 顶点位置 OS>CS
o.uv0 = v.uv0; // 传递UV
o.posWS = mul(unity_ObjectToWorld, v.vertex); // 顶点位置 OS>WS
o.nDirWS = UnityObjectToWorldNormal(v.normal); // 法线方向 OS>WS
o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); // 切线方向 OS>WS
o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w); // 副切线方向
TRANSFER_VERTEX_TO_FRAGMENT(o) // 投影相关
return o; // 返回输出结构
}
// 输出结构>>>像素
float4 frag(VertexOutput i) : COLOR {
// 向量准备
half3 nDirTS = UnpackNormal(tex2D(_NormTex, i.uv0));
half3x3 TBN = half3x3(i.tDirWS, i.bDirWS, i.nDirWS);
half3 nDirWS = normalize(mul(nDirTS, TBN));
half3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS);
half3 vrDirWS = reflect(-vDirWS, nDirWS);
half3 lDirWS = _WorldSpaceLightPos0.xyz;
half3 lrDirWS = reflect(-lDirWS, nDirWS);
// 中间量准备
half ndotl = dot(nDirWS, lDirWS);
half ndotv = dot(nDirWS, vDirWS);
half vdotr = dot(vDirWS, lrDirWS);
// 采样纹理
half4 var_MainTex = tex2D(_MainTex, i.uv0);
half4 var_MaskTex = tex2D(_MaskTex, i.uv0);
half var_MatelnessMask = tex2D(_MatelnessMask, i.uv0).r;
half var_EmissionMask = tex2D(_EmissionMask, i.uv0).r;
half3 var_FresWarpTex = tex2D(_FresWarpTex, ndotv);
half3 var_Cubemap = texCUBElod(_Cubemap, float4(vrDirWS, lerp(8.0, 0.0, var_MaskTex.a))).rgb;
// 提取信息
half3 baseCol = var_MainTex.rgb;
half opacity = var_MainTex.a;
half specInt = var_MaskTex.r;
half rimInt = var_MaskTex.g;
half specTint = var_MaskTex.b;
half specPow = var_MaskTex.a;
half matellic = var_MatelnessMask;
half emitInt = var_EmissionMask;
half3 envCube = var_Cubemap;
half shadow = LIGHT_ATTENUATION(i);
// 光照模型
// 漫反射颜色 镜面反射颜色
half3 diffCol = lerp(baseCol, half3(0.0, 0.0, 0.0), matellic);
half3 specCol = lerp(baseCol, half3(0.3, 0.3, 0.3), specTint) * specInt;
// 菲涅尔
half3 fresnel = lerp(var_FresWarpTex, 0.0, matellic);
half fresnelCol = fresnel.r; // 无实际用途
half fresnelRim = fresnel.g;
half fresnelSpec = fresnel.b;
// 光源漫反射
half halfLambert = ndotl * 0.5 + 0.5;
half3 var_DiffWarpTex = tex2D(_DiffWarpTex, half2(halfLambert, 0.2));
half3 dirDiff = diffCol * var_DiffWarpTex * _LightCol;
// 光源镜面反射
half phong = pow(max(0.0, vdotr), specPow * _SpecPow);
half spec = phong * max(0.0, ndotl);
spec = max(spec, fresnelSpec);
spec = spec * _SpecInt;
half3 dirSpec = specCol * spec * _LightCol;
// 环境漫反射
half3 envDiff = diffCol * _EnvCol;
// 环境镜面反射
half reflectInt = max(fresnelSpec, matellic) * specInt;
half3 envSpec = specCol * reflectInt * envCube * _EnvSpecInt;
// 轮廓光
half3 rimLight = _RimCol * fresnelRim * rimInt * max(0.0, nDirWS.g);
// 自发光
half3 emission = diffCol * emitInt * _EmitInt;
// 混合
half3 finalRGB = (dirDiff + dirSpec) * shadow + envDiff + envSpec + rimLight + emission;
// 透明剪切
clip(opacity - _Cutoff);
// 返回值
return float4(finalRGB, 1.0);
}
ENDCG
}
}
// 声明回退Shader
FallBack "Legacy Shaders/Transparent/Cutout/VertexLit"
}
希望明白的大佬留言,救救孩子QWQ
该部分需要的文件我打包放到了度盘,希望热心大佬可以尝试攻略一番QWQ
Package网盘链接欢迎大佬捯饬,分享码9958快救救我八