├── .DS_Store ├── .gitignore ├── Assets ├── SDFShadowScript.cs ├── SDFShadowScript.cs.meta ├── SDFShadowShader.shader ├── SDFShadowShader.shader.meta ├── Scenes.meta └── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── res └── pic.png /.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/chenjd/Unity-Signed-Distance-Field-Shadow/ab868760bc6b0ea2e0a7476622ca8b210bc2c749/.DS_Store -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/SDFShadowScript.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | 6 | [ExecuteInEditMode] 7 | [RequireComponent(typeof(Camera))] 8 | public class SDFShadowScript : MonoBehaviour 9 | { 10 | 11 | #region Field 12 | 13 | [SerializeField] 14 | private Shader effectShader; 15 | 16 | [SerializeField] 17 | private Transform lightDir; 18 | 19 | private Material effectMat; 20 | 21 | private Camera curCam; 22 | 23 | 24 | #endregion 25 | 26 | //blit之后是一个quad,只有4个顶点。则我们只需要求四个顶点的射线方向,之后fragment的射线方向使用插值之后的结果即可。 27 | //所以现在的任务是求出从四个顶点射向屏幕的方向,传递给vs。 28 | private Matrix4x4 GetCameraConer(Camera cam) 29 | { 30 | Matrix4x4 cornersStore = Matrix4x4.identity; 31 | 32 | Transform camtr = cam.transform; 33 | Vector3[] frustumCorners = new Vector3[4]; 34 | cam.CalculateFrustumCorners(new Rect(0, 0, 1, 1), cam.farClipPlane, cam.stereoActiveEye, frustumCorners); 35 | var bottomLeft = camtr.TransformVector(frustumCorners[0]); 36 | var topLeft = camtr.TransformVector(frustumCorners[1]); 37 | var topRight = camtr.TransformVector(frustumCorners[2]); 38 | var bottomRight = camtr.TransformVector(frustumCorners[3]); 39 | 40 | Matrix4x4 frustumCornersArray = Matrix4x4.identity; 41 | frustumCornersArray.SetRow(0, bottomLeft); 42 | frustumCornersArray.SetRow(1, bottomRight); 43 | frustumCornersArray.SetRow(2, topLeft); 44 | frustumCornersArray.SetRow(3, topRight); 45 | return frustumCornersArray; 46 | 47 | } 48 | 49 | 50 | 51 | [ImageEffectOpaque] 52 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 53 | { 54 | if(!EffectMat) 55 | { 56 | Graphics.Blit(source, destination); 57 | return; 58 | } 59 | 60 | EffectMat.SetMatrix("_Corners", GetCameraConer(this.CurCam)); 61 | EffectMat.SetVector("_CamPosition", this.CurCam.transform.position); 62 | EffectMat.SetVector("_LightDir", this.lightDir.forward); 63 | EffectMat.SetVector("_LightPos", this.lightDir.position); 64 | 65 | Graphics.Blit(source, destination, EffectMat, 0); 66 | } 67 | 68 | 69 | #region Property 70 | 71 | public Material EffectMat 72 | { 73 | get 74 | { 75 | if (!effectMat && effectShader) 76 | { 77 | effectMat = new Material(effectShader); 78 | effectMat.hideFlags = HideFlags.HideAndDontSave; 79 | } 80 | 81 | return effectMat; 82 | } 83 | } 84 | 85 | 86 | public Camera CurCam 87 | { 88 | 89 | get 90 | { 91 | if(!curCam) 92 | { 93 | this.curCam = GetComponent(); 94 | } 95 | 96 | return curCam; 97 | } 98 | } 99 | 100 | 101 | 102 | #endregion 103 | 104 | } 105 | -------------------------------------------------------------------------------- /Assets/SDFShadowScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 927561f3412fc445ab7f2d292360b41e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SDFShadowShader.shader: -------------------------------------------------------------------------------- 1 | Shader "chenjd/SDFShadow" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | // No culling or depth 11 | Cull Off ZWrite Off ZTest Always 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | 22 | float4x4 _Corners; 23 | 24 | float4 _MainTex_TexelSize; 25 | 26 | float3 _CamPosition; 27 | 28 | 29 | //传入光的方向 30 | float3 _LightDir; 31 | float3 _LightPos; 32 | 33 | 34 | struct appdata 35 | { 36 | float4 vertex : POSITION; 37 | float2 uv : TEXCOORD0; 38 | }; 39 | 40 | struct v2f 41 | { 42 | float2 uv : TEXCOORD0; 43 | float3 ray : TEXCOORD1; 44 | float4 vertex : SV_POSITION; 45 | }; 46 | 47 | float map(float3 p); 48 | 49 | //#定义有向距离场方程 50 | float sdSphere(float3 rp, float3 c, float r) 51 | { 52 | return distance(rp,c)-r; 53 | } 54 | 55 | float sdCube( float3 p, float3 b, float r ) 56 | { 57 | return length(max(abs(p)-b,0.0))-r; 58 | } 59 | 60 | float sdPlane( float3 p ) 61 | { 62 | return p.y + 1; 63 | } 64 | 65 | float map(float3 rp) 66 | { 67 | float ret; 68 | float sp = sdSphere(rp, float3(1.0,0.0,0.0), 1.0); 69 | float sp2 = sdSphere(rp, float3(1.0,2.0,0.0), 1.0); 70 | float cb = sdCube(rp+float3(2.1,-1.0,0.0), float3(2.0,2.0, 2.0), 0.0); 71 | float py = sdPlane(rp.y); 72 | ret = (sp < py) ? sp : py; 73 | ret = (ret < sp2) ? ret : sp2; 74 | ret = (ret < cb) ? ret : cb; 75 | return ret; 76 | } 77 | 78 | 79 | //Adapted from:iquilezles 80 | float calcSoftshadow( float3 ro, float3 rd, in float mint, in float tmax) 81 | { 82 | 83 | float res = 1.0; 84 | float t = mint; 85 | float ph = 1e10; 86 | 87 | for( int i=0; i<32; i++ ) 88 | { 89 | float h = map( ro + rd*t ); 90 | float y = h*h/(2.0*ph); 91 | float d = sqrt(h*h-y*y); 92 | res = min( res, 10.0*d/max(0.0,t-y) ); 93 | ph = h; 94 | 95 | t += h; 96 | 97 | if( res<0.0001 || t>tmax ) 98 | break; 99 | 100 | } 101 | return clamp( res, 0.0, 1.0 ); 102 | } 103 | 104 | float3 calcNorm(float3 p); 105 | 106 | //实现raymarching的逻辑 107 | //raymarching的逻辑在fragment shader中来实现,代表沿着射向该像素的射线进行采样。 108 | //所以输入要指明该射线的其实位置,以及它的方向。 109 | //返回则是一个颜色值 110 | fixed4 raymarching(float3 rayOrigin, float3 rayDirection) 111 | { 112 | 113 | fixed4 ret = fixed4(0, 0, 0, 0); 114 | 115 | int maxStep = 64; 116 | 117 | float rayDistance = 0; 118 | 119 | for(int i = 0; i < maxStep; i++) 120 | { 121 | float3 p = rayOrigin + rayDirection * rayDistance; 122 | float surfaceDistance = map(p); 123 | if(surfaceDistance < 0.001) 124 | { 125 | ret = fixed4(1, 0, 0, 1); 126 | //增加光照效果 127 | 128 | float3 norm = calcNorm(p); 129 | ret = clamp(dot(-_LightDir, norm), 0, 1) * calcSoftshadow(p, -_LightDir, 0.01, 300.0); 130 | ret.a = 1; 131 | 132 | // 133 | break; 134 | } 135 | 136 | rayDistance += surfaceDistance; 137 | } 138 | return ret; 139 | } 140 | 141 | 142 | //计算光照 143 | //计算法线 144 | float3 calcNorm(float3 p) 145 | { 146 | float eps = 0.001; 147 | 148 | float3 norm = float3( 149 | map(p + float3(eps, 0, 0)) - map(p - float3(eps, 0, 0)), 150 | map(p + float3(0, eps, 0)) - map(p - float3(0, eps, 0)), 151 | map(p + float3(0, 0, eps)) - map(p - float3(0, 0, eps)) 152 | ); 153 | 154 | return normalize(norm); 155 | } 156 | 157 | 158 | v2f vert (appdata v) 159 | { 160 | v2f o; 161 | 162 | fixed index = v.vertex.z; 163 | 164 | v.vertex.z = 0; 165 | 166 | o.vertex = UnityObjectToClipPos(v.vertex); 167 | o.uv = v.uv; 168 | index = v.uv.x + (2 * o.uv.y); 169 | o.ray = _Corners[index].xyz; 170 | 171 | return o; 172 | } 173 | 174 | 175 | sampler2D _MainTex; 176 | 177 | fixed4 frag (v2f i) : SV_Target 178 | { 179 | 180 | float3 rayDirection = normalize(i.ray.xyz); 181 | 182 | float3 rayOrigin = _CamPosition; 183 | 184 | fixed4 bgColor = tex2D(_MainTex, i.uv); 185 | 186 | fixed4 objColor = raymarching(rayOrigin, rayDirection); 187 | 188 | fixed4 finalColor = fixed4(objColor.xyz * objColor.w + bgColor.xyz * (1 - objColor.w), 1); 189 | return finalColor; 190 | } 191 | ENDCG 192 | } 193 | } 194 | } 195 | -------------------------------------------------------------------------------- /Assets/SDFShadowShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45414660eea3f4058b46edbe7dbf3033 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f704ae4b4f98ae41a0bce26658850c1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | 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| 3 | Copyright (c) 2018 jiadong chen 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Signed-Distance-Field-Shadow 2 | Signed Distance Field Shadow in Unity 3 | ![](https://github.com/chenjd/Unity-Signed-Distance-Field-Shadow/blob/master/res/pic.png) 4 | 5 | Adapted from:Inigo Quilez and Sebastian Aaltonen 6 | -------------------------------------------------------------------------------- /res/pic.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/chenjd/Unity-Signed-Distance-Field-Shadow/ab868760bc6b0ea2e0a7476622ca8b210bc2c749/res/pic.png --------------------------------------------------------------------------------