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解決Unity urp級(jí)聯(lián)陰影接縫問(wèn)題

 更新時(shí)間:2021年06月24日 11:01:38   作者:飛天大蟾蜍  
通過(guò)從unity內(nèi)部函數(shù)中抽幾個(gè)出來(lái)改造,強(qiáng)制取某個(gè)裁切球的級(jí)聯(lián)陰影映射,通過(guò)案例給大家詳細(xì)介紹,文中給出了完整的urp shader代碼,對(duì)Unity級(jí)聯(lián)陰影知識(shí)感興趣的朋友一起看看吧

試了一下unity自帶的陰影,發(fā)現(xiàn)有接縫問(wèn)題,

上網(wǎng)找了一些解決方案,都非常龐大,

基本是要自己處理級(jí)聯(lián)陰影

看了urp的build-in之后,想了一個(gè)比較暗黑的方式,簡(jiǎn)單處理一下,運(yùn)行對(duì)比圖如下,

左邊是unity自帶的級(jí)聯(lián)陰影效果,右邊是平滑后的級(jí)聯(lián)陰影

思路比較簡(jiǎn)單,從unity內(nèi)部函數(shù)中抽幾個(gè)出來(lái)改造

計(jì)算當(dāng)前像素點(diǎn)(世界坐標(biāo))位于哪個(gè)裁切球,代碼如下:

強(qiáng)制取某個(gè)裁切球的級(jí)聯(lián)陰影映射,代碼如下:

本案例只處理第一個(gè)裁切球與第二個(gè)裁切球過(guò)渡效果,

其它的裁切球離攝像機(jī)比較遠(yuǎn),處不處理影響不大,如果要處理,方法也是相同的

混合兩個(gè)解析度的陰影代碼如下

其它urp管線需要用到的pass DepthOnly ShadowCaster就不說(shuō)明了,照抄就可以了,以便物體本身也能生成陰影

以下貼出完整的urp shader代碼

Shader "lsc/csm_shader"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
    }
    
    SubShader
    {
        LOD 100
        Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel" = "2.0"}
 
        Pass
        {
            Name "ForwardLit"
            Tags{"LightMode" = "UniversalForward"}
 
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
 
 
            #pragma exclude_renderers gles gles3 glcore
            #pragma target 4.5
 
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
 
 
            #pragma vertex LitPassVertex
            #pragma fragment LitPassFragment
 
 
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal : NORMAL;
            };
 
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float3 normal : TEXCOORD2;
                float3 world_pos : TEXCOORD3;
            };
 
            sampler2D _MainTex;
            float4 _MainTex_ST;
 
            v2f vert(appdata v)
            {
                v2f o;
                VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
                o.vertex = vertexInput.positionCS;;
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.normal = v.normal;
 
                o.world_pos = vertexInput.positionWS;
 
                return o;
            }
 
            //常規(guī)的計(jì)算csm紋理映射函數(shù)
            //unity把所有的級(jí)聯(lián)陰影刷在一個(gè)深度紋理
            //通過(guò)切換shadow coord的方式取不同解析度的光源深度紋理
            //每個(gè)解析度區(qū)間是用裁切球的方式
            float4 anhei_TransformWorldToShadowCoord(float3 positionWS)
            {
                half cascadeIndex = ComputeCascadeIndex(positionWS);
 
                float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(positionWS, 1.0));
 
                return float4(shadowCoord.xyz, cascadeIndex);
            }
 
            //自定義直接指定取某個(gè)區(qū)間段級(jí)聯(lián)陰影
            float4 anhei_TransformWorldToShadowCoord2(int idx, float3 positionWS)
            {
                half cascadeIndex = idx;
 
                float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(positionWS, 1.0));
 
                return float4(shadowCoord.xyz, cascadeIndex);
            }
 
            //常規(guī)計(jì)算當(dāng)前像素點(diǎn)(世界坐標(biāo))處于哪個(gè)裁切球
            half anhei_ComputeCascadeIndex(float3 positionWS)
            {
                float3 fromCenter0 = positionWS - _CascadeShadowSplitSpheres0.xyz;
                float3 fromCenter1 = positionWS - _CascadeShadowSplitSpheres1.xyz;
                float3 fromCenter2 = positionWS - _CascadeShadowSplitSpheres2.xyz;
                float3 fromCenter3 = positionWS - _CascadeShadowSplitSpheres3.xyz;
                float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
 
                half4 weights = half4(distances2 < _CascadeShadowSplitSphereRadii);
                weights.yzw = saturate(weights.yzw - weights.xyz);
 
                return 4 - dot(weights, half4(4, 3, 2, 1));
            }
 
 
        float4 frag(v2f i) : SV_Target
        {
            // sample the texture
            float4 col = tex2D(_MainTex, i.uv);
            float3 nml = normalize(i.normal.xyz);
 
            int cas_idx_1 = anhei_ComputeCascadeIndex(i.world_pos);
 
            Light light_1;
            Light light_0;
            half shadow_mix = 1.0f;
            float mix_fact = 0;
            if (cas_idx_1 == 0)//只處理第一個(gè)裁切球,其它裁切球的太遠(yuǎn)了,在畫(huà)面上可能看不見(jiàn)
            {
                float4 shadow_coord0 = anhei_TransformWorldToShadowCoord2(0, i.world_pos);
                light_0 = GetMainLight(shadow_coord0);
 
                float4 shadow_coord1 = anhei_TransformWorldToShadowCoord2(1, i.world_pos);
                light_1 = GetMainLight(shadow_coord1);
                shadow_mix = light_1.shadowAttenuation;
 
                //離第一個(gè)裁切球心距離
                float3 fromCenter0 = i.world_pos - _CascadeShadowSplitSpheres0.xyz;
                float3 first_sphere_dis = length(fromCenter0);
                //第一個(gè)裁切球的半徑
                float first_sphere_rad = sqrt(_CascadeShadowSplitSphereRadii.x);
 
                //做一個(gè)簡(jiǎn)單的插值
                mix_fact = clamp((first_sphere_dis) / (first_sphere_rad / 1.0f), 0.0f, 1.0f);
                shadow_mix = light_0.shadowAttenuation* (1 - mix_fact) + light_1.shadowAttenuation * mix_fact;
            }
            else
            {
                float4 shadow_coord1 = anhei_TransformWorldToShadowCoord2(1, i.world_pos);
                light_1 = GetMainLight(shadow_coord1);
                shadow_mix = light_1.shadowAttenuation;
            }
            col.rgb = shadow_mix * col.rgb;
 
            return col;
        }
        ENDHLSL
    }
 
        // ShadowCaster 將物體寫(xiě)入光源的深度紋理
        // 使用自定義的shadow caster, urp會(huì)從光源處拍攝場(chǎng)影
        pass
        {
            Tags{ "LightMode" = "ShadowCaster" }
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
 
            struct v2f
            {
                float4 pos : SV_POSITION;
            };
 
            sampler2D _MainTex;
            float4 _MainTex_ST;
 
            float3 _LightDirection;
 
            v2f vert(appdata v)
            {
                v2f o;
                float3 world_pos = TransformObjectToWorld(v.vertex);
                float3 world_nml = TransformObjectToWorldNormal(v.normal);
                o.pos = TransformWorldToHClip(ApplyShadowBias(world_pos, world_nml, _LightDirection));
                return o;
            }
            float4 frag(v2f i) : SV_Target
            {
                float4 color;
                color.xyz = float3(0.0, 0.0, 0.0);
                return color;
            }
            ENDHLSL
        }
 
 
        // DepthOnly 直接使用內(nèi)置hlsl代碼
        Pass
        {
            Name "DepthOnly"
            Tags{"LightMode" = "DepthOnly"}
 
            ZWrite On
            ColorMask 0
            Cull[_Cull]
 
            HLSLPROGRAM
            #pragma exclude_renderers gles gles3 glcore
            #pragma target 4.5
 
            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment
 
            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
 
            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma multi_compile _ DOTS_INSTANCING_ON
 
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }
 
    }
}

以上就是解決Unity urp級(jí)聯(lián)陰影接縫問(wèn)題的詳細(xì)內(nèi)容,更多關(guān)于Unity級(jí)聯(lián)陰影的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!

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