水法线不抵消
Water normals don't offset
我正在处理我的水着色器,但我 运行 遇到了一些问题。看起来我的法线没有得到与我的顶点相同的偏移量。您可以在我的水面上方看到一个白色平面,水的阴影投射在该平面上,除了另一个不是对象的白色平面,但很可能是我的水网格的法线没有移动,它挡住了部分阴影。拜托,我真的需要一些帮助,找不到任何人知道这是什么。
这是我的代码:
Shader "Custom/NoobShader_04" {
Properties {
_Color ("Color", Color) = (0,0.55,0.83,1)
_Diffuse ("Diffuse Map", 2D) = "white" {}
_Displacement ("Displacement Map", 2D) = "white" {}
_Scale ("Wave Scale", float) = 0.7
_Frequency ("Frequency", float) = 0.6
_Speed ("Speed", float) = 0.5
}
SubShader {
Pass{
Tags { "LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 _Color;
sampler2D _Displacement;
sampler2D _Diffuse;
float _Scale;
float _Frequency;
float _Speed;
float4 _LightColor0;
struct VertexOutput
{
float4 pos : SV_POSITION;
float3 nor : NORMAL;
float4 col : COLOR;
float4 tex : TEXCOORD0;
};
struct VertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct FragmentOutput
{
float4 color : COLOR;
};
VertexOutput vert (VertexInput i)
{
VertexOutput VOUT;
float4 disp = tex2Dlod(_Displacement, float4(i.texcoord.x * _Frequency + (_Time.x * _Speed), i.texcoord.y * _Frequency + (_Time.x * _Speed),0.0,0.0));
float4 newPos = i.vertex;
float3 newNor = i.normal;
newPos.y += _Scale * disp.y;
newNor.y += _Scale * disp.y;
VOUT.nor = newNor;
VOUT.pos = mul(UNITY_MATRIX_MVP,newPos);
VOUT.tex = i.texcoord;
float3 normalDirection = normalize( mul(float4(newNor,0.0),_World2Object).xyz);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float atten = 1.0;
float3 diffuseRefflection = atten * _LightColor0.xyz * _Color.rgb * max( 0.0, dot(normalDirection, lightDirection));
VOUT.col = float4(diffuseRefflection, 1.0);
return VOUT;
}
FragmentOutput frag(VertexOutput v)
{
FragmentOutput FOUT;
float4 tex = tex2D(_Diffuse,float4(v.tex.x * _Frequency + (_Time.x * _Speed), v.tex.y * _Frequency + (_Time.x * _Speed),0.0,0.0));
FOUT.color = tex * v.col + UNITY_LIGHTMODEL_AMBIENT.xyzw;
return FOUT;
}
ENDCG
}
}
FallBack "Diffuse"
}
You can see a white plane belof my water where the shadow of the water
is cast upon, exept another white plane which is not a object but most
likely the normals of my water mesh that didn't move block a part of
the shadow.
我试过你的着色器,但我看不到任何平面,除了我添加到场景中以接收投射阴影的平面。无论如何,水的法线与平面没有任何关系。
It looks like my normals aren't getting the same offset as my
vertexes
同样,我不确定你的意思。偏移对法线没有影响,因为它们表示方向,而不是位置。
如果你的意思是投影在平面上的阴影不考虑顶点偏移,那是因为自动生成的shadow caster pass,无法考虑顶点偏移量。所以你可能需要明确地实现它。
类似于:
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"
v2f vert( appdata_full v )
{
v2f o;
//TRANSFER_SHADOW_CASTER(o) this is how default shadow are casted
o.pos = ...;// put here your calculation taking into account the vertex offset. Basically repeating the same calculation you wrote for forward pass in regards to vertex position
return o;
}
float4 frag( v2f i ) : COLOR
{
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
我正在处理我的水着色器,但我 运行 遇到了一些问题。看起来我的法线没有得到与我的顶点相同的偏移量。您可以在我的水面上方看到一个白色平面,水的阴影投射在该平面上,除了另一个不是对象的白色平面,但很可能是我的水网格的法线没有移动,它挡住了部分阴影。拜托,我真的需要一些帮助,找不到任何人知道这是什么。
这是我的代码:
Shader "Custom/NoobShader_04" {
Properties {
_Color ("Color", Color) = (0,0.55,0.83,1)
_Diffuse ("Diffuse Map", 2D) = "white" {}
_Displacement ("Displacement Map", 2D) = "white" {}
_Scale ("Wave Scale", float) = 0.7
_Frequency ("Frequency", float) = 0.6
_Speed ("Speed", float) = 0.5
}
SubShader {
Pass{
Tags { "LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 _Color;
sampler2D _Displacement;
sampler2D _Diffuse;
float _Scale;
float _Frequency;
float _Speed;
float4 _LightColor0;
struct VertexOutput
{
float4 pos : SV_POSITION;
float3 nor : NORMAL;
float4 col : COLOR;
float4 tex : TEXCOORD0;
};
struct VertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct FragmentOutput
{
float4 color : COLOR;
};
VertexOutput vert (VertexInput i)
{
VertexOutput VOUT;
float4 disp = tex2Dlod(_Displacement, float4(i.texcoord.x * _Frequency + (_Time.x * _Speed), i.texcoord.y * _Frequency + (_Time.x * _Speed),0.0,0.0));
float4 newPos = i.vertex;
float3 newNor = i.normal;
newPos.y += _Scale * disp.y;
newNor.y += _Scale * disp.y;
VOUT.nor = newNor;
VOUT.pos = mul(UNITY_MATRIX_MVP,newPos);
VOUT.tex = i.texcoord;
float3 normalDirection = normalize( mul(float4(newNor,0.0),_World2Object).xyz);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float atten = 1.0;
float3 diffuseRefflection = atten * _LightColor0.xyz * _Color.rgb * max( 0.0, dot(normalDirection, lightDirection));
VOUT.col = float4(diffuseRefflection, 1.0);
return VOUT;
}
FragmentOutput frag(VertexOutput v)
{
FragmentOutput FOUT;
float4 tex = tex2D(_Diffuse,float4(v.tex.x * _Frequency + (_Time.x * _Speed), v.tex.y * _Frequency + (_Time.x * _Speed),0.0,0.0));
FOUT.color = tex * v.col + UNITY_LIGHTMODEL_AMBIENT.xyzw;
return FOUT;
}
ENDCG
}
}
FallBack "Diffuse"
}
You can see a white plane belof my water where the shadow of the water is cast upon, exept another white plane which is not a object but most likely the normals of my water mesh that didn't move block a part of the shadow.
我试过你的着色器,但我看不到任何平面,除了我添加到场景中以接收投射阴影的平面。无论如何,水的法线与平面没有任何关系。
It looks like my normals aren't getting the same offset as my vertexes
同样,我不确定你的意思。偏移对法线没有影响,因为它们表示方向,而不是位置。
如果你的意思是投影在平面上的阴影不考虑顶点偏移,那是因为自动生成的shadow caster pass,无法考虑顶点偏移量。所以你可能需要明确地实现它。
类似于:
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"
v2f vert( appdata_full v )
{
v2f o;
//TRANSFER_SHADOW_CASTER(o) this is how default shadow are casted
o.pos = ...;// put here your calculation taking into account the vertex offset. Basically repeating the same calculation you wrote for forward pass in regards to vertex position
return o;
}
float4 frag( v2f i ) : COLOR
{
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}