I put a shadowCollector pass in my shader,but why does it cant recieves shadow,why?
what happens,
I’d need to see your code to be sure.
Shader "Tut/Shadow/Collector_0" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
//pass to render object
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct vertOut {
float4 oPos:SV_POSITION;
};
vertOut vert(appdata_base v)
{
vertOut o;
float4 pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.oPos=pos;
return o;
}
float4 frag(vertOut i):COLOR
{
float4 c;
c=float4(0,1,0,1);
return c;
}
ENDCG
}
// Pass to render object as a shadow collector
Pass {
Name "ShadowCollector"
Tags { "LightMode" = "ShadowCollector" }
Fog {Mode Off}
ZWrite On ZTest Less
CGPROGRAM
// Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct appdata members vertex)
#pragma exclude_renderers xbox360
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define SHADOW_COLLECTOR_PASS
#include "UnityCG.cginc"
struct appdata {
float4 vertex;
};
struct v2f {
V2F_SHADOW_COLLECTOR;
};
v2f vert (appdata v)
{
v2f o;
TRANSFER_SHADOW_COLLECTOR(o)
return o;
}
half4 frag (v2f i) : COLOR
{
SHADOW_COLLECTOR_FRAGMENT(i)
}
ENDCG
}//endpass
}
}
You haven’t put anything in your shader to give it shadows.
Look into the macros about lighting.
http://forum.unity3d.com/threads/145856-Simplest-possible-fragment-shader-that-has-shadows
I cant find answers there,there is only a shader cast shadow by Fallback “Diffuse”
From the built-in shaders, linked here
http://forum.unity3d.com/threads/2085-Builtin-Unity-shaders-source
you can find that you need 2 passes to get shadows fully working. One for casting one for recieving.
The code for that is here:
// Pass to render object as a shadow caster
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag( v2f i ) : COLOR
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
// Pass to render object as a shadow collector
Pass {
Name "ShadowCollector"
Tags { "LightMode" = "ShadowCollector" }
Fog {Mode Off}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcollector
#define SHADOW_COLLECTOR_PASS
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
V2F_SHADOW_COLLECTOR;
};
v2f vert (appdata v)
{
v2f o;
TRANSFER_SHADOW_COLLECTOR(o)
return o;
}
fixed4 frag (v2f i) : COLOR
{
SHADOW_COLLECTOR_FRAGMENT(i)
}
ENDCG
}
But you will still not get shadows appearing on your shader without adding in the attenuation/shadow value to your shader, the code for which is in the linked thread I posted earlier.
Adding it to your code gets you this:
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase // NEEDED FOR SHADOWS.
#include "UnityCG.cginc"
struct vertOut {
float4 oPos:SV_POSITION;
LIGHTING_COORDS(0,1) // NEEDED FOR SHADOWS.
};
vertOut vert(appdata_base v)
{
vertOut o;
float4 pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.oPos=pos;
TRANSFER_VERTEX_TO_FRAGMENT(o); // NEEDED FOR SHADOWS.
return o;
}
float4 frag(vertOut i):COLOR
{
fixed atten = LIGHT_ATTENUATION(i);// NEEDED FOR SHADOWS.
float4 c;
c = float4(0,1,0,1) * atten;
return c;
}
ENDCG
}
You’ll need to add an extra pass for Forward Add, but I’ll leave that up to you.
Thanks farfarer,the object applys this shader cast a pretty shadow,but it seems ’ LIGHT_ATTENUATION(i)’ just returns a constant value in the pass fwdadd,in the pass fwdbase,it seems just return 1.0:(
here is the two screen shots,the sphere with texture
Add here is the two pass render object
//pass to render object
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
struct vertOut {
float4 pos:SV_POSITION;
float4 uv;
LIGHTING_COORDS(0,1)
};
vertOut vert(appdata_base v)
{
vertOut o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.uv=v.texcoord;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
float4 frag(vertOut i):COLOR
{
fixed atten=LIGHT_ATTENUATION(i);
float4 c;
c=tex2D(_MainTex,i.uv.xy);
c=c*atten;
return c;
}
ENDCG
}//endpass
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd
#include "UnityCG.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
struct vertOut {
float4 pos:SV_POSITION;
float4 uv;
LIGHTING_COORDS(0,1)
};
vertOut vert(appdata_base v)
{
vertOut o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.uv=v.texcoord;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
float4 frag(vertOut i):COLOR
{
fixed atten=LIGHT_ATTENUATION(i);
float4 c;
c=tex2D(_MainTex,i.uv.xy);
c=c*atten;
return c;
}
ENDCG
}
In your vertOut struct, you’ll need to set the numbers in LIGHTING_COORDS(#,#) to be the next two available texcoords, taking into account any you’ve added.
So for your code, you’d have:
struct vertOut {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
or if you had two UVs, you’d have:
struct vertOut {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 uv2 : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
or if you had two UVs and light direction, you’d have:
struct vertOut {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float3 lightDir : TEXCOORD2;
LIGHTING_COORDS(3,4)
};
I did have tried the texcoord numbers,it result the same thing
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
struct vertOut {
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
LIGHTING_COORDS(1,2)
};
vertOut vert(appdata_base v)
{
vertOut o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.uv=v.texcoord;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
float4 frag(vertOut i):COLOR
{
fixed atten=LIGHT_ATTENUATION(i);
float4 c;
c=tex2D(_MainTex,i.uv.xy);
c=c*atten;
return c;
}
ENDCG
}//endpass
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd
#include "UnityCG.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
struct vertOut {
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
LIGHTING_COORDS(1,2)
};
vertOut vert(appdata_base v)
{
vertOut o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.uv=v.texcoord;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
float4 frag(vertOut i):COLOR
{
fixed atten=LIGHT_ATTENUATION(i);
float4 c;
c=tex2D(_MainTex,i.uv.xy);
c=c*atten;
return c;
}
ENDCG
}
It does seem to work in Unity v4_3, but you need to add the tags to the Pass / Passes:
Tags { “LightMode” = “ForwardBase” }
etc.
For one important directional light in Forward rendering:
Shader “Custom/ShadowsInFwdRenderingVertFrag” {
Properties {
_MainTex (“Base (RGB)”, 2D) = “white” {}//Needed by the Diffuse Fallback
}
SubShader {
Tags { “RenderType”=“Opaque” }
//LOD 200
Pass{
Tags { “LightMode” = “ForwardBase” }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include “UnityCG.cginc”
#include “AutoLight.cginc”
struct vertOut {
float4 pos : SV_POSITION;
LIGHTING_COORDS(0,1) // NEEDED FOR SHADOWS.
};
vertOut vert(appdata_base v)
{
vertOut o;
o.pos= mul(UNITY_MATRIX_MVP, v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o); // NEEDED FOR SHADOWS.
return o;
}
float4 frag(vertOut i):COLOR
{
fixed atten = LIGHT_ATTENUATION(i);// NEEDED FOR SHADOWS.
float4 c;
c = float4(0,1,0,1) * atten;
return c;
}
ENDCG
}//Pass
// Pass to render object as a shadow caster
Pass {
Name “ShadowCaster”
Tags { “LightMode” = “ShadowCaster” }
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include “UnityCG.cginc”
#include “AutoLight.cginc”
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag( v2f i ) : COLOR
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
} //Pass
// Pass to render object as a shadow collector
Pass {
Name “ShadowCollector”
Tags { “LightMode” = “ShadowCollector” }
Fog {Mode Off}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcollector
#define SHADOW_COLLECTOR_PASS
#include “UnityCG.cginc”
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
V2F_SHADOW_COLLECTOR;
};
v2f vert (appdata v)
{
v2f o;
TRANSFER_SHADOW_COLLECTOR(o)
return o;
}
fixed4 frag (v2f i) : COLOR
{
SHADOW_COLLECTOR_FRAGMENT(i)
}
ENDCG
}//Pass
} //SubShader
FallBack “Diffuse” //note: required for passes: ForwardBase, ShadowCaster, ShadowCollector
}