├── Assembly-CSharp.csproj
├── Assets
├── Demo.unity
├── Demo.unity.meta
├── ShadowMap.shader
├── ShadowMap.shader.meta
├── ShadowMapCamera.cs
├── ShadowMapCamera.cs.meta
├── ShadowMapReceiver.shader
├── ShadowMapReceiver.shader.meta
├── ShadowMapReceiver1.mat
├── ShadowMapReceiver1.mat.meta
├── ShadowMapReceiver2.mat
├── ShadowMapReceiver2.mat.meta
├── ShadowMapTexture.renderTexture
├── ShadowMapTexture.renderTexture.meta
├── UnityChen.meta
└── UnityChen
│ ├── TCP2_Demo_UnityChan.fbx
│ ├── TCP2_Demo_UnityChan.fbx.meta
│ ├── UnityChan_Flat.png
│ ├── UnityChan_Flat.png.meta
│ ├── UnityChan_Flat_ShadowColor.png
│ └── UnityChan_Flat_ShadowColor.png.meta
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
└── VFXManager.asset
├── README.md
├── ShadowMap.sln
├── SmoothShadowMap-After.png
└── SmoothShadowMap-Before.png
/Assembly-CSharp.csproj:
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/Assets/ShadowMap.shader:
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1 | Shader "Hidden/ShadowMap" {
2 | Properties {
3 | }
4 |
5 | SubShader {
6 | Tags { "RenderType"="Opaque" }
7 |
8 | /**/
9 | Pass {
10 | CGPROGRAM
11 | #pragma vertex vert
12 | #pragma fragment frag
13 | #include "UnityCG.cginc"
14 |
15 | struct v2f {
16 | float4 vertex : POSITION;
17 | float2 depth: TEXCOORD1;
18 | };
19 |
20 | float3 worldLightVector;
21 |
22 | v2f vert(appdata_base v) {
23 | v2f o;
24 | o.vertex = UnityObjectToClipPos(v.vertex);
25 | o.depth = o.vertex.zw;
26 | return o;
27 | }
28 |
29 | fixed4 frag(v2f i) : SV_Target{
30 | //discard;
31 | float depth = i.depth.x / i.depth.y;
32 | return EncodeFloatRGBA(depth);
33 | }
34 | ENDCG
35 | }
36 |
37 | /*
38 | */
39 | // 单独平滑明暗边界,可和上述Pass合并。
40 | Pass {
41 | //ZTest Always
42 | CGPROGRAM
43 | #pragma vertex vert
44 | #pragma fragment frag
45 | #pragma geometry geo
46 |
47 | #include "UnityCG.cginc"
48 |
49 | struct appdata {
50 | float4 vertex : POSITION;
51 | float3 normal : NORMAL;
52 | };
53 |
54 | struct v2g {
55 | float4 vertex : POSITION;
56 | float4 normal : NORMAL;
57 | int isVisible : TEXCOORD0;
58 | };
59 |
60 | struct g2f {
61 | float4 vertex : SV_POSITION;
62 | float depth : TEXCOORD0;
63 | };
64 |
65 | struct SilhouetteVertex {
66 | float3 position;
67 | float3 normal;
68 | };
69 |
70 | float3 worldLightVector;
71 |
72 | SilhouetteVertex computeSilhouetteVertex(v2g point1, v2g point2, float3 viewDir) {
73 | float3 V1 = point1.vertex.xyz;
74 | float3 V2 = point2.vertex.xyz;
75 |
76 | float3 N1 = point1.normal.xyz;
77 | float3 N2 = point2.normal.xyz;
78 |
79 | float3 T1 = (V2 - V1) - dot(V2 - V1, N1) * N1;
80 | float3 T2 = (V2 - V1) - dot(V2 - V1, N2) * N2;
81 |
82 | float3 D = viewDir;
83 |
84 | SilhouetteVertex result;
85 | //计算出平行光的u0,并保存在result.w中。
86 | float u0 = dot(D, N1) / (dot(D, N1) - dot(D, N2));
87 | //计算出S(u)和N(u) u=u0的结果,并保存在result中。
88 | result.position = (2 * V1 - 2 * V2 + T1 + T2) * u0 * u0 * u0 - (3 * V1 - 3 * V2 + 2 * T1 + T2) * u0 * u0 + T1 * u0 + V1;
89 | result.normal = normalize((1 - u0) * N1 + u0 * N2);
90 |
91 | return result;
92 | }
93 |
94 | v2g vert (appdata v) {
95 | v2g o;
96 | o.vertex = mul(unity_ObjectToWorld, v.vertex);
97 | o.normal = float4(mul((float3x3)unity_ObjectToWorld, v.normal), 0);
98 | o.isVisible = step(0, dot(worldLightVector, o.normal.xyz));
99 | return o;
100 | }
101 |
102 | [maxvertexcount(6)]
103 | void geo(triangle v2g input[3], inout TriangleStream stream) {
104 | g2f o;
105 |
106 | int vertexFlag1 = input[0].isVisible;
107 | int vertexFlag2 = input[1].isVisible;
108 | int vertexFlag3 = input[2].isVisible;
109 | int flag = vertexFlag1 + vertexFlag2 + vertexFlag3;
110 |
111 | if (flag == 0 || flag == 3) {
112 | return;
113 | }
114 |
115 | SilhouetteVertex S1, S2;
116 | if (vertexFlag1 == 1 && vertexFlag2 == 0 && vertexFlag3 == 1) {
117 | S1 = computeSilhouetteVertex(input[1], input[2], worldLightVector);
118 | S2 = computeSilhouetteVertex(input[1], input[0], worldLightVector);
119 | } else if (vertexFlag1 == 0 && vertexFlag2 == 1 && vertexFlag3 == 0) {
120 | S1 = computeSilhouetteVertex(input[1], input[0], worldLightVector);
121 | S2 = computeSilhouetteVertex(input[1], input[2], worldLightVector);
122 | } else if (vertexFlag1 == 1 && vertexFlag2 == 1 && vertexFlag3 == 0) {
123 | S1 = computeSilhouetteVertex(input[2], input[0], worldLightVector);
124 | S2 = computeSilhouetteVertex(input[2], input[1], worldLightVector);
125 | } else if (vertexFlag1 == 0 && vertexFlag2 == 0 && vertexFlag3 == 1) {
126 | S1 = computeSilhouetteVertex(input[2], input[1], worldLightVector);
127 | S2 = computeSilhouetteVertex(input[2], input[0], worldLightVector);
128 | } else if (vertexFlag1 == 0 && vertexFlag2 == 1 && vertexFlag3 == 1) {
129 | S1 = computeSilhouetteVertex(input[0], input[1], worldLightVector);
130 | S2 = computeSilhouetteVertex(input[0], input[2], worldLightVector);
131 | } else {
132 | S1 = computeSilhouetteVertex(input[0], input[2], worldLightVector);
133 | S2 = computeSilhouetteVertex(input[0], input[1], worldLightVector);
134 | }
135 |
136 | float outDiff = 0.002;
137 | float inDiff = 0.005;
138 |
139 | float4 v0 = float4(S1.position - S1.normal * inDiff, 1);
140 | float4 v1 = float4(S1.position + S1.normal * outDiff, 1);
141 | float4 v2 = float4(S2.position - S2.normal * inDiff, 1);
142 | float4 v3 = float4(S2.position + S2.normal * outDiff, 1);
143 |
144 | v0 = mul(UNITY_MATRIX_VP, v0);
145 | v1 = mul(UNITY_MATRIX_VP, v1);
146 | v2 = mul(UNITY_MATRIX_VP, v2);
147 | v3 = mul(UNITY_MATRIX_VP, v3);
148 |
149 | v0 /= v0.w;
150 | v1 /= v1.w;
151 | v2 /= v2.w;
152 | v3 /= v3.w;
153 |
154 | float v0z = v0.z;
155 | float v1z = v1.z;
156 | float v2z = v2.z;
157 | float v3z = v3.z;
158 |
159 | v0.z += 0.005;
160 | v1.z += 0.005;
161 | v2.z += 0.005;
162 | v3.z += 0.005;
163 |
164 | o.vertex = v3;
165 | o.depth = v3z;
166 | stream.Append(o);
167 | o.vertex = v2;
168 | o.depth = v2z;
169 | stream.Append(o);
170 | o.vertex = v0;
171 | o.depth = v0z;
172 | stream.Append(o);
173 | stream.RestartStrip();
174 |
175 | o.vertex = v0;
176 | o.depth = v0z;
177 | stream.Append(o);
178 | o.vertex = v1;
179 | o.depth = v1z;
180 | stream.Append(o);
181 | o.vertex = v3;
182 | o.depth = v3z;
183 | stream.Append(o);
184 | stream.RestartStrip();
185 | }
186 |
187 | fixed4 frag(g2f i) : SV_Target{
188 | return EncodeFloatRGBA(i.depth);
189 | }
190 | ENDCG
191 | }
192 | }
193 | }
194 |
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/Assets/ShadowMapCamera.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [ExecuteInEditMode]
6 | [RequireComponent(typeof(Camera))]
7 | public class ShadowMapCamera : MonoBehaviour {
8 | public Shader shader;
9 | private Camera c;
10 | private void OnEnable() {
11 | c = GetComponent();
12 | c.SetReplacementShader(shader, "");
13 | Shader.SetGlobalTexture("ShadowMapTexture", c.targetTexture);
14 | }
15 |
16 | private void Update() {
17 | Matrix4x4 worldToView = c.worldToCameraMatrix;
18 | Matrix4x4 projection = GL.GetGPUProjectionMatrix(c.projectionMatrix, false);
19 | Matrix4x4 SHADOW_MAP_VP = projection * worldToView;
20 | Shader.SetGlobalMatrix("SHADOW_MAP_VP", SHADOW_MAP_VP);
21 | Shader.SetGlobalVector("worldLightVector", transform.forward);
22 | }
23 | }
24 |
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1 | Shader "Custom/ShadowMapReceiver" {
2 | Properties {
3 | _MainTex("Texture", 2D) = "white" {}
4 | _ShadowTex("Texture", 2D) = "black" {}
5 | }
6 |
7 | SubShader {
8 | Tags { "RenderType"="Opaque" }
9 |
10 | /*
11 | */
12 | Pass {
13 | CGPROGRAM
14 | #pragma vertex vert
15 | #pragma fragment frag
16 | #include "UnityCG.cginc"
17 |
18 | struct appdata {
19 | float4 vertex : POSITION;
20 | float3 normal : NORMAL;
21 | float2 uv : TEXCOORD0;
22 | };
23 |
24 | struct v2f {
25 | float4 vertex : SV_POSITION;
26 | float3 normal : NORMAL;
27 | float4 worldPos : TEXCOORD0;
28 | float2 uv : TEXCOORD1;
29 | };
30 |
31 | float4x4 SHADOW_MAP_VP;
32 | sampler2D ShadowMapTexture;
33 | sampler2D _MainTex;
34 | float4 _MainTex_ST;
35 | sampler2D _ShadowTex;
36 | float4 _ShadowTex_ST;
37 | float3 worldLightVector;
38 |
39 | v2f vert (appdata v) {
40 | v2f o;
41 | o.vertex = UnityObjectToClipPos(v.vertex);
42 | o.normal = UnityObjectToWorldNormal(v.normal);
43 | o.worldPos = mul(unity_ObjectToWorld, v.vertex);
44 | o.uv = v.uv;
45 | return o;
46 | }
47 |
48 | fixed4 frag(v2f i) : SV_Target{
49 | float d = step(dot(worldLightVector, i.normal), 0);
50 |
51 | fixed4 b = tex2D(_MainTex, i.uv);
52 | fixed4 s = tex2D(_ShadowTex, i.uv);
53 | //计算NDC坐标
54 | fixed4 ndcpos = mul(SHADOW_MAP_VP , i.worldPos);
55 | ndcpos.xyz = ndcpos.xyz / ndcpos.w;
56 | //从[-1,1]转换到[0,1]
57 | float3 uvpos = ndcpos * 0.5 + 0.5;
58 | float depth = DecodeFloatRGBA(tex2D(ShadowMapTexture, uvpos.xy));
59 |
60 | //fixed4 color = lerp(0, 1, d * step(depth, ndcpos.z + 0.00005));
61 | fixed4 color = lerp(s, b, d * step(depth, ndcpos.z + 0.00005));
62 | return color;
63 | }
64 | ENDCG
65 | }
66 |
67 | /*
68 | // 方便在其他视角上生成平滑边界线,用于观察
69 | Pass {
70 | CGPROGRAM
71 | #pragma vertex vert
72 | #pragma fragment frag
73 | #pragma geometry geo
74 |
75 | #include "UnityCG.cginc"
76 |
77 | struct appdata {
78 | float4 vertex : POSITION;
79 | float3 normal : NORMAL;
80 | };
81 |
82 | struct v2g {
83 | float4 vertex : POSITION;
84 | float4 normal : NORMAL;
85 | int isVisible : TEXCOORD0;
86 | };
87 |
88 | struct g2f {
89 | float4 vertex : SV_POSITION;
90 | };
91 |
92 | struct SilhouetteVertex {
93 | float3 position;
94 | float3 normal;
95 | };
96 | float3 worldLightVector;
97 |
98 | SilhouetteVertex computeSilhouetteVertex(v2g point1, v2g point2, float3 viewDir) {
99 | float3 V1 = point1.vertex.xyz;
100 | float3 V2 = point2.vertex.xyz;
101 |
102 | float3 N1 = point1.normal.xyz;
103 | float3 N2 = point2.normal.xyz;
104 |
105 | float3 T1 = (V2 - V1) - dot(V2 - V1, N1) * N1;
106 | float3 T2 = (V2 - V1) - dot(V2 - V1, N2) * N2;
107 |
108 | float3 D = viewDir;
109 |
110 | SilhouetteVertex result;
111 | //计算出平行光的u0,并保存在result.w中。
112 | float u0 = dot(D, N1) / (dot(D, N1) - dot(D, N2));
113 | //计算出S(u)和N(u) u=u0的结果,并保存在result中。
114 | result.position = (2 * V1 - 2 * V2 + T1 + T2) * u0 * u0 * u0 - (3 * V1 - 3 * V2 + 2 * T1 + T2) * u0 * u0 + T1 * u0 + V1;
115 | result.normal = (1 - u0) * N1 + u0 * N2;
116 |
117 | return result;
118 | }
119 |
120 | v2g vert (appdata v) {
121 | v2g o;
122 | o.vertex = mul(unity_ObjectToWorld, v.vertex);
123 | o.normal = float4(mul((float3x3)unity_ObjectToWorld, v.normal), 0);
124 | o.isVisible = step(0, dot(worldLightVector, o.normal.xyz));
125 | return o;
126 | }
127 |
128 | [maxvertexcount(6)]
129 | void geo(triangle v2g input[3], inout TriangleStream stream) {
130 | g2f o;
131 | int vertexFlag1 = input[0].isVisible;
132 | int vertexFlag2 = input[1].isVisible;
133 | int vertexFlag3 = input[2].isVisible;
134 | int flag = vertexFlag1 + vertexFlag2 + vertexFlag3;
135 |
136 | if (flag == 0 || flag == 3) {
137 | return;
138 | }
139 |
140 | SilhouetteVertex S1, S2;
141 | if (vertexFlag1 == 1 && vertexFlag2 == 0 && vertexFlag3 == 1) {
142 | S1 = computeSilhouetteVertex(input[1], input[2], worldLightVector);
143 | S2 = computeSilhouetteVertex(input[1], input[0], worldLightVector);
144 | } else if (vertexFlag1 == 0 && vertexFlag2 == 1 && vertexFlag3 == 0) {
145 | S1 = computeSilhouetteVertex(input[1], input[0], worldLightVector);
146 | S2 = computeSilhouetteVertex(input[1], input[2], worldLightVector);
147 | } else if (vertexFlag1 == 1 && vertexFlag2 == 1 && vertexFlag3 == 0) {
148 | S1 = computeSilhouetteVertex(input[2], input[0], worldLightVector);
149 | S2 = computeSilhouetteVertex(input[2], input[1], worldLightVector);
150 | } else if (vertexFlag1 == 0 && vertexFlag2 == 0 && vertexFlag3 == 1) {
151 | S1 = computeSilhouetteVertex(input[2], input[1], worldLightVector);
152 | S2 = computeSilhouetteVertex(input[2], input[0], worldLightVector);
153 | } else if (vertexFlag1 == 0 && vertexFlag2 == 1 && vertexFlag3 == 1) {
154 | S1 = computeSilhouetteVertex(input[0], input[1], worldLightVector);
155 | S2 = computeSilhouetteVertex(input[0], input[2], worldLightVector);
156 | } else {
157 | S1 = computeSilhouetteVertex(input[0], input[2], worldLightVector);
158 | S2 = computeSilhouetteVertex(input[0], input[1], worldLightVector);
159 | }
160 |
161 | float4 v0 = float4(S1.position, 1);
162 | float4 v1 = float4(S1.position + S1.normal * 0.1, 1);
163 | float4 v2 = float4(S2.position, 1);
164 | float4 v3 = float4(S2.position + S2.normal * 0.1, 1);
165 |
166 | v0.xyz += normalize(-worldLightVector) * 0.005;
167 | v1.xyz += normalize(-worldLightVector) * 0.005;
168 | v2.xyz += normalize(-worldLightVector) * 0.005;
169 | v3.xyz += normalize(-worldLightVector) * 0.005;
170 |
171 | v0 = mul(UNITY_MATRIX_VP, v0);
172 | v1 = mul(UNITY_MATRIX_VP, v1);
173 | v2 = mul(UNITY_MATRIX_VP, v2);
174 | v3 = mul(UNITY_MATRIX_VP, v3);
175 |
176 | //o.vertex = v0;
177 | //stream.Append(o);
178 | //o.vertex = v2;
179 | //stream.Append(o);
180 | //stream.RestartStrip();
181 |
182 | o.vertex = v3;
183 | stream.Append(o);
184 | o.vertex = v2;
185 | stream.Append(o);
186 | o.vertex = v0;
187 | stream.Append(o);
188 | stream.RestartStrip();
189 |
190 | o.vertex = v0;
191 | stream.Append(o);
192 | o.vertex = v1;
193 | stream.Append(o);
194 | o.vertex = v3;
195 | stream.Append(o);
196 | stream.RestartStrip();
197 | }
198 |
199 | fixed4 frag (g2f i) : SV_Target {
200 | return fixed4(1, 0, 0, 1);
201 | }
202 | ENDCG
203 | }
204 | */
205 |
206 | /*
207 | // 模拟得出光照摄像机构成ShadowMap所需要的所有三角面
208 | Pass {
209 | CGPROGRAM
210 | #pragma vertex vert
211 | #pragma fragment frag
212 | #pragma geometry geo
213 |
214 | #include "UnityCG.cginc"
215 |
216 | struct appdata {
217 | float4 vertex : POSITION;
218 | };
219 |
220 | struct v2g {
221 | float4 vertex : POSITION;
222 | };
223 |
224 | struct g2f {
225 | float4 vertex : SV_POSITION;
226 | };
227 |
228 | float3 worldLightVector;
229 |
230 | v2g vert (appdata v) {
231 | v2g o;
232 | o.vertex = mul(unity_ObjectToWorld, v.vertex);
233 | return o;
234 | }
235 |
236 | [maxvertexcount(3)]
237 | void geo(triangle v2g input[3], inout TriangleStream stream) {
238 | g2f o;
239 | if (dot(cross(input[0].vertex.xyz - input[1].vertex.xyz, input[0].vertex.xyz - input[2].vertex.xyz), worldLightVector) > 0) {
240 | return;
241 | }
242 | o.vertex = mul(UNITY_MATRIX_VP, input[0].vertex);
243 | stream.Append(o);
244 | o.vertex = mul(UNITY_MATRIX_VP, input[1].vertex);
245 | stream.Append(o);
246 | o.vertex = mul(UNITY_MATRIX_VP, input[2].vertex);
247 | stream.Append(o);
248 | stream.RestartStrip();
249 | }
250 |
251 | fixed4 frag (g2f i) : SV_Target {
252 | return fixed4(1, 1, 1, 1);
253 | }
254 | ENDCG
255 | }
256 | */
257 | }
258 | }
259 |
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1 | # Unity3DSmoothShadowMap
2 | 传统的ShadowMap在明暗边缘处都会有很难看的锯齿,因此一般得到的结果会比较难看,常规的解决办法都会在使用ShadowMap渲染阴影的时候通过背面剔除把这种缺陷隐藏掉,最后剩下一个影子。但是这样一来,自阴影就会丢失,因而传统的做法又会通过局部光照来重新为这个物体添加上部分自阴影,也就是咱们常见的Phone光照模型、Blinn-Phone光照模型。而本文决定通过文献[1]的一个平滑方法把ShadowMap在明暗边缘处的锯齿消除,并和光照模型求并,最后得到了一个包含丰富平滑自阴影效果。
3 |
4 | 请不要直接用到项目中,仅作为demo提供参考,后果自负。
5 |
6 | > 
7 | SmoothShadowMap-After
8 |
9 | > 
10 | SmoothShadowMap-Before
11 |
12 | 理论原理:在[这里](https://www.cnblogs.com/lht666/p/11454296.html)
13 |
14 | #参考文献
15 | Silhouette Smoothing for Real-time Rendering of Mesh Surfaces
16 | 基于GPU的网格模型平滑阴影的实时绘制
17 | 三角网格模型平滑阴影的实时绘制
18 |
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/SmoothShadowMap-Before.png:
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https://raw.githubusercontent.com/L-LingRen/Unity3DSmoothShadowMap/9263e323ebcc4d7026c3fa404513bba9a6ef7a35/SmoothShadowMap-Before.png
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