Projector的一些参数设置
有点类似手电筒原理,手电筒照到的表面有一圈变亮,而Projector的话就是投射到的地方形成一个阴影。
透视模式
透视模式去掉衰减(越远阴影越淡)
透视模式离投射表面越近,阴影就越小
正交模式,离投射平面的距离不管远近,阴影都是一样大小
调整宽高比,可以让阴影变成椭圆形
Projector用到的shader和图片来自于Unity的standard assets
Shader "Projector/Multiply" { Properties { _ShadowTex ("Cookie", 2D) = "gray" {} _FalloffTex ("FallOff", 2D) = "white" {} } Subshader { Tags {"Queue"="Transparent"} Pass { ZWrite Off ColorMask RGB Blend DstColor Zero Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 uvShadow : TEXCOORD0; float4 uvFalloff : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; }; float4x4 unity_Projector; float4x4 unity_ProjectorClip; v2f vert (float4 vertex : POSITION) { v2f o; o.pos = UnityObjectToClipPos(vertex); o.uvShadow = mul (unity_Projector, vertex); o.uvFalloff = mul (unity_ProjectorClip, vertex); UNITY_TRANSFER_FOG(o,o.pos); return o; } sampler2D _ShadowTex; sampler2D _FalloffTex; fixed4 frag (v2f i) : SV_Target { fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); texS.a = 1.0-texS.a; fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a); UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1)); return res; } ENDCG } } }
falloff
shadow