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ichni_Creator_Studio/Assets/ThemeBundles/Basic/Materials/PseudoShadow.shader
2025-11-22 22:55:31 +08:00

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Shader "Custom/ImprovedPseudoShadow" {
Properties {
[Header(Base)]
_MainTex ("Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
[Header(Shadow)]
_ShadowColor ("Shadow Color", Color) = (0.2, 0.2, 0.3, 1) // 默认偏蓝的阴影
_ShadowThreshold ("Shadow Threshold", Range(-1,1)) = 0.0
_ShadowSmoothness ("Shadow Smoothness", Range(0,1)) = 0.1
[Header(Lighting Mode)]
[Toggle(USE_WORLD_LIGHT)] _UseWorldLight ("Use Fixed World Light?", Float) = 0
_FakeLightDir ("Fake Light Dir (XYZ)", Vector) = (0.5, 1, 0.5, 0) // 模拟从右上方来的光
}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// 开启 GPU Instancing 支持
#pragma multi_compile_instancing
// 开启着色器变体以支持两种光照模式
#pragma shader_feature USE_WORLD_LIGHT
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float lightFactor : TEXCOORD1; // 传递光照因子
UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
};
sampler2D _MainTex;
float4 _MainTex_ST;
// 声明 Instancing 属性变量
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ShadowColor)
UNITY_DEFINE_INSTANCED_PROP(float4, _FakeLightDir)
UNITY_DEFINE_INSTANCED_PROP(float, _ShadowThreshold)
UNITY_DEFINE_INSTANCED_PROP(float, _ShadowSmoothness)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(o, v);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
float3 lightDir;
#ifdef USE_WORLD_LIGHT
// 改进1使用固定的世界空间伪光照方向
lightDir = normalize(UNITY_ACCESS_INSTANCED_PROP(Props, _FakeLightDir).xyz);
#else
// 原版逻辑:使用视线方向 (Headlamp)
// 注意:为了获得类似漫反射的效果,这里通常不需要取反,
// 但如果要模拟“边缘光”则算法不同。这里沿用原文档的思路:面朝相机越亮。
lightDir = normalize(WorldSpaceViewDir(v.vertex));
#endif
// 点积计算 (-1 到 1)
float dotProduct = dot(normalWorld, lightDir);
// 将点积结果保存,在片元阶段处理颜色,或者直接在这里计算
// 保持 Vertex Lighting 的高性能
o.lightFactor = dotProduct;
return o;
}
fixed4 frag (v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
// 获取属性
fixed4 mainColor = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
fixed4 shadowColor = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowColor);
float threshold = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowThreshold);
float smoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowSmoothness);
fixed4 texCol = tex2D(_MainTex, i.uv) * mainColor;
// 改进2更平滑且可控的阈值计算 (Smoothstep)
// lightFactor 越大说明越直接面对光源
float lightIntensity = smoothstep(threshold, threshold + smoothness, i.lightFactor);
// 改进3基于光照强度的颜色插值 (Lerp)
// 0 (背光) -> ShadowColor
// 1 (受光) -> Texture Color
fixed3 finalRGB = lerp(shadowColor.rgb * texCol.rgb, texCol.rgb, lightIntensity);
return fixed4(finalRGB, texCol.a);
}
ENDCG
}
}
FallBack "VertexLit"
}