├── Assets ├── Anims.meta ├── Anims │ ├── Female.meta │ └── Female │ │ ├── idle1.anim │ │ ├── idle1.anim.meta │ │ ├── walk.anim │ │ └── walk.anim.meta ├── Fbx.meta ├── Fbx │ ├── Female.meta │ └── Female │ │ ├── Female.FBX │ │ └── Female.FBX.meta ├── Materials.meta ├── Materials │ ├── Female.meta │ ├── Female │ │ ├── female_eyes_blue.mat │ │ ├── female_eyes_blue.mat.meta │ │ ├── female_face-1.mat │ │ ├── female_face-1.mat.meta │ │ ├── female_hair-1_brown.mat │ │ ├── female_hair-1_brown.mat.meta │ │ ├── female_pants-1_blue.mat │ │ ├── female_pants-1_blue.mat.meta │ │ ├── female_shoes-1_blue.mat │ │ ├── female_shoes-1_blue.mat.meta │ │ ├── female_top-1_blue.mat │ │ └── female_top-1_blue.mat.meta │ ├── Ground.mat │ └── Ground.mat.meta ├── Resources.meta ├── Resources │ ├── Player.prefab │ ├── Player.prefab.meta │ ├── ThirdPersonCam.prefab │ └── ThirdPersonCam.prefab.meta ├── Scenes.meta ├── Scenes │ ├── PlanarShadow.unity │ └── PlanarShadow.unity.meta ├── Scripts.meta ├── Scripts │ ├── Player.cs │ ├── Player.cs.meta │ ├── ThirdPersonCam.cs │ └── ThirdPersonCam.cs.meta ├── Shaders.meta ├── Shaders │ ├── Player.shader │ └── Player.shader.meta ├── Textures.meta └── Textures │ ├── Female.meta │ ├── Female │ ├── female_eyes_blue.tga │ ├── female_eyes_blue.tga.meta │ ├── female_face-1.tga │ ├── female_face-1.tga.meta │ ├── female_hair-1_brown.tga │ ├── female_hair-1_brown.tga.meta │ ├── female_pants-1_blue.tga │ ├── female_pants-1_blue.tga.meta │ ├── female_shoes-1_blue.tga │ ├── female_shoes-1_blue.tga.meta │ ├── female_top-1_blue.tga │ └── female_top-1_blue.tga.meta │ ├── ID_372.bmp │ ├── ID_372.bmp.meta │ ├── ID_386.bmp │ └── ID_386.bmp.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /Assets/Anims.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a13b4748b4e4ca408f7434ab7da55fa 3 | folderAsset: yes 4 | timeCreated: 1535179191 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Anims/Female.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60c6be468375f6e4b836a6f9c6e8e4d0 3 | folderAsset: yes 4 | timeCreated: 1535179191 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Anims/Female/idle1.anim.meta: 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-------------------------------------------------------------------------------- /Assets/Scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Player : MonoBehaviour 6 | { 7 | public static Player Instance = null; 8 | 9 | public Camera mCamera; 10 | 11 | public CharacterController mCharCtrl; 12 | 13 | public Light mLight; 14 | 15 | private Animation mAnim; 16 | 17 | private List mMatList = new List(); 18 | 19 | #region 内置函数 20 | 21 | private void Awake() 22 | { 23 | Instance = this; 24 | 25 | SkinnedMeshRenderer[] renderlist = GetComponentsInChildren(); 26 | foreach(var render in renderlist) 27 | { 28 | if (render == null) 29 | continue; 30 | 31 | mMatList.Add(render.material); 32 | } 33 | } 34 | 35 | // Use this for initialization 36 | void Start () 37 | { 38 | mAnim = GetComponentInChildren(); 39 | } 40 | 41 | // Update is called once per frame 42 | void Update () 43 | { 44 | UpdatePos(); 45 | UpdateShader(); 46 | } 47 | 48 | #endregion 49 | 50 | #region 函数 51 | 52 | private void UpdatePos() 53 | { 54 | float deltax = Input.GetAxis("Horizontal"); 55 | float deltay = Input.GetAxis("Vertical"); 56 | if (Mathf.Abs(deltax) <= 0.01f && Mathf.Abs(deltay) <= 0.01f) 57 | { 58 | mAnim.Play("idle1"); 59 | return; 60 | } 61 | 62 | Vector3 realdir = new Vector3(deltax, 0.0f, deltay); 63 | realdir = Quaternion.AngleAxis(mCamera.transform.eulerAngles.y, Vector3.up) * realdir; 64 | 65 | float angle = Vector3.Angle(transform.forward, realdir); 66 | realdir = Vector3.Slerp(transform.forward, realdir, Mathf.Clamp01(180 * Time.deltaTime * 5 / angle)); 67 | transform.LookAt(transform.position + realdir); 68 | 69 | mCharCtrl.SimpleMove(realdir * 5); 70 | mAnim.Play("walk"); 71 | } 72 | 73 | private void UpdateShader() 74 | { 75 | Vector4 worldpos = transform.position; 76 | 77 | //Vector4 projdir = new Vector4(-0.06323785f, -0.9545552f, -0.2912483f, 1.0f); 78 | //mLight.transform.rotation = Quaternion.LookRotation(projdir); 79 | 80 | Vector4 projdir = mLight.transform.forward; 81 | 82 | foreach (var mat in mMatList) 83 | { 84 | if (mat == null) 85 | continue; 86 | 87 | mat.SetVector("_WorldPos", worldpos); 88 | mat.SetVector("_ShadowProjDir", projdir); 89 | mat.SetVector("_ShadowPlane", new Vector4(0.0f, 1.0f, 0.0f, 0.1f)); 90 | mat.SetVector("_ShadowFadeParams", new Vector4(0.0f, 1.5f, 0.7f, 0.0f)); 91 | mat.SetFloat("_ShadowFalloff", 1.35f); 92 | } 93 | } 94 | 95 | #endregion 96 | } 97 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16024f29078e5ca40a000e683217f910 3 | timeCreated: 1534584040 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ThirdPersonCam.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.EventSystems; 5 | 6 | public class ThirdPersonCam : MonoBehaviour 7 | { 8 | #region 常量 9 | 10 | public const string INPUT_MOUSE_SCROLLWHEEL = "Mouse ScrollWheel"; 11 | public const string ERROR_UN_BINDCAM = "ThirdPersonCam脚本没有绑定摄像机!"; 12 | public const string ERROR_UN_PLAYER = "ThirdPersonCam脚本没有指定玩家"; 13 | 14 | /// 15 | /// 摄像机的基础方向 16 | /// 17 | private Vector3 CamBaseAxis = Vector3.back; 18 | 19 | /// 20 | /// 摄像机和碰撞体的交点向摄像机的观察点移动的距离 21 | /// 22 | private float CollisionReturnDis = 0.5f; 23 | 24 | #endregion 25 | 26 | #region 变量 27 | 28 | /// 29 | /// 摄像机 30 | /// 31 | private Transform mCamera; 32 | 33 | /// 34 | /// 玩家transform 35 | /// 36 | public Transform mPlayer; 37 | 38 | /// 39 | /// 角色中心点偏移 40 | /// 41 | public Vector3 mPivotOffset = new Vector3(0.0f, 1.0f, 0.0f); 42 | 43 | /// 44 | /// 水平瞄准速度 45 | /// 46 | public float mHorizontalAimingSpeed = 400.0f; 47 | 48 | /// 49 | /// 垂直瞄准速度 50 | /// 51 | public float mVerticalAimingSpeed = 400.0f; 52 | 53 | /// 54 | /// 最大的垂直角度 55 | /// 56 | public float mMaxVerticalAngle = 30.0f; 57 | 58 | /// 59 | /// 最小的垂直角度 60 | /// 61 | public float mMinVerticalAngle = -60.0f; 62 | 63 | /// 64 | /// 基础摄像机偏移的倍率的最大值 65 | /// 66 | public float mMaxDistance = 2.0f; 67 | 68 | /// 69 | /// 基础摄像机偏移的倍率的最小值 70 | /// 71 | public float mMinDistance = 1.0f; 72 | 73 | /// 74 | /// 镜头推进的速度 75 | /// 76 | public float mZoomSpeed = 5.0f; 77 | 78 | /// 79 | /// 水平旋转的角度 80 | /// 81 | private float mAngleH = 0.0f; 82 | 83 | /// 84 | /// 垂直旋转的角度 85 | /// 86 | private float mAngleV = -30.0f; 87 | 88 | /// 89 | /// 基础摄像机偏移的倍率 90 | /// 91 | private float mDistance = 0.0f; 92 | 93 | #endregion 94 | 95 | #region 内置函数 96 | 97 | void Awake() 98 | { 99 | mCamera = GetComponent().transform; 100 | mDistance = (mMinDistance + mMaxDistance) * 0.5f; 101 | } 102 | 103 | // Use this for initialization 104 | void Start() 105 | { 106 | 107 | } 108 | 109 | // Update is called once per frame 110 | void Update() 111 | { 112 | if (mCamera == null) 113 | { 114 | Debug.LogError(ERROR_UN_BINDCAM); 115 | return; 116 | } 117 | 118 | if (mPlayer == null) 119 | { 120 | Debug.LogError(ERROR_UN_PLAYER); 121 | return; 122 | } 123 | 124 | float mousex = Input.GetAxis("Mouse X"); 125 | float mousey = Input.GetAxis("Mouse Y"); 126 | float zoom = Input.GetAxis("Mouse ScrollWheel"); 127 | mAngleH += (Mathf.Clamp(mousex, -1.0f, 1.0f) * mHorizontalAimingSpeed); 128 | mAngleV += (Mathf.Clamp(mousey, -1.0f, 1.0f) * mVerticalAimingSpeed); 129 | mDistance -= zoom * mZoomSpeed; 130 | 131 | mAngleV = Mathf.Clamp(mAngleV, mMinVerticalAngle, mMaxVerticalAngle); 132 | mDistance = Mathf.Clamp(mDistance, mMinDistance, mMaxDistance); 133 | 134 | Quaternion animRotation = Quaternion.Euler(-mAngleV, mAngleH, 0.0f); 135 | Quaternion camYRotation = Quaternion.Euler(0.0f, mAngleH, 0.0f); 136 | mCamera.rotation = animRotation; 137 | 138 | Vector3 lookatpos = mPlayer.position + camYRotation * mPivotOffset; 139 | Vector3 camdir = animRotation * CamBaseAxis; 140 | camdir.Normalize(); 141 | mCamera.position = lookatpos + camdir * mDistance; 142 | 143 | // 计算碰撞后的摄像机点 144 | RaycastHit rayhit; 145 | bool hit = Physics.Raycast(lookatpos, camdir, out rayhit, mDistance); 146 | if (hit) 147 | { 148 | // 屏蔽角色碰撞 149 | bool charcol = rayhit.collider as CharacterController; 150 | if (!charcol) 151 | { 152 | mCamera.position = rayhit.point - camdir * CollisionReturnDis; 153 | 154 | // 距离修正在范围内(1, 避免摄像机穿插进入角色) 155 | float distance = Vector3.Distance(mCamera.position, lookatpos); 156 | distance = Mathf.Clamp(distance, mMinDistance, mMaxDistance); 157 | mCamera.position = lookatpos + camdir * distance; 158 | } 159 | } 160 | } 161 | 162 | void OnDestroy() 163 | { 164 | 165 | } 166 | 167 | void LateUpdate() 168 | { 169 | 170 | } 171 | 172 | #endregion 173 | } -------------------------------------------------------------------------------- /Assets/Scripts/ThirdPersonCam.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 31a59745349c4c0429cf698105cd3035 3 | timeCreated: 1534582980 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: faa60e97a75f3d749a51255cc599b0cb 3 | folderAsset: yes 4 | timeCreated: 1535180129 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Player.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | 3 | Shader "PlanarShadow/Player" 4 | { 5 | Properties 6 | { 7 | _MainTex ("Texture", 2D) = "white" {} 8 | _ShadowInvLen ("ShadowInvLen", float) = 1.0 //0.4449261 9 | //_ShadowFalloff ("ShadowFalloff", float) = 0.1 10 | } 11 | 12 | SubShader 13 | { 14 | Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+10" } 15 | LOD 100 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | // make fog work 24 | #pragma multi_compile_fog 25 | 26 | #include "UnityCG.cginc" 27 | 28 | struct appdata 29 | { 30 | float4 vertex : POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float2 uv : TEXCOORD0; 37 | UNITY_FOG_COORDS(1) 38 | float4 vertex : SV_POSITION; 39 | }; 40 | 41 | sampler2D _MainTex; 42 | float4 _MainTex_ST; 43 | 44 | v2f vert (appdata v) 45 | { 46 | v2f o; 47 | o.vertex = UnityObjectToClipPos(v.vertex); 48 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 49 | UNITY_TRANSFER_FOG(o,o.vertex); 50 | return o; 51 | } 52 | 53 | fixed4 frag (v2f i) : SV_Target 54 | { 55 | // sample the texture 56 | fixed4 col = tex2D(_MainTex, i.uv); 57 | // apply fog 58 | UNITY_APPLY_FOG(i.fogCoord, col); 59 | return col; 60 | } 61 | 62 | ENDCG 63 | } 64 | 65 | Pass 66 | { 67 | Blend SrcAlpha OneMinusSrcAlpha 68 | ZWrite Off 69 | Cull Back 70 | ColorMask RGB 71 | 72 | Stencil 73 | { 74 | Ref 0 75 | Comp Equal 76 | WriteMask 255 77 | ReadMask 255 78 | //Pass IncrSat 79 | Pass Invert 80 | Fail Keep 81 | ZFail Keep 82 | } 83 | 84 | CGPROGRAM 85 | 86 | #pragma vertex vert 87 | #pragma fragment frag 88 | 89 | float4 _ShadowPlane; 90 | float4 _ShadowProjDir; 91 | float4 _WorldPos; 92 | float _ShadowInvLen; 93 | float4 _ShadowFadeParams; 94 | float _ShadowFalloff; 95 | 96 | struct appdata 97 | { 98 | float4 vertex : POSITION; 99 | }; 100 | 101 | struct v2f 102 | { 103 | float4 vertex : SV_POSITION; 104 | float3 xlv_TEXCOORD0 : TEXCOORD0; 105 | float3 xlv_TEXCOORD1 : TEXCOORD1; 106 | }; 107 | 108 | v2f vert(appdata v) 109 | { 110 | v2f o; 111 | 112 | float3 lightdir = normalize(_ShadowProjDir); 113 | float3 worldpos = mul(unity_ObjectToWorld, v.vertex).xyz; 114 | // _ShadowPlane.w = p0 * n // 平面的w分量就是p0 * n 115 | float distance = (_ShadowPlane.w - dot(_ShadowPlane.xyz, worldpos)) / dot(_ShadowPlane.xyz, lightdir.xyz); 116 | worldpos = worldpos + distance * lightdir.xyz; 117 | o.vertex = mul(unity_MatrixVP, float4(worldpos, 1.0)); 118 | o.xlv_TEXCOORD0 = _WorldPos.xyz; 119 | o.xlv_TEXCOORD1 = worldpos; 120 | 121 | return o; 122 | } 123 | 124 | float4 frag(v2f i) : SV_Target 125 | { 126 | float3 posToPlane_2 = (i.xlv_TEXCOORD0 - i.xlv_TEXCOORD1); 127 | float4 color; 128 | color.xyz = float3(0.0, 0.0, 0.0); 129 | 130 | // 下面两种阴影衰减公式都可以使用(当然也可以自己写衰减公式) 131 | // 1. 王者荣耀的衰减公式 132 | color.w = (pow((1.0 - clamp(((sqrt(dot(posToPlane_2, posToPlane_2)) * _ShadowInvLen) - _ShadowFadeParams.x), 0.0, 1.0)), _ShadowFadeParams.y) * _ShadowFadeParams.z); 133 | 134 | // 2. https://zhuanlan.zhihu.com/p/31504088 这篇文章介绍的另外的阴影衰减公式 135 | //color.w = 1.0 - saturate(distance(i.xlv_TEXCOORD0, i.xlv_TEXCOORD1) * _ShadowFalloff); 136 | 137 | return color; 138 | } 139 | 140 | ENDCG 141 | } 142 | } 143 | } 144 | -------------------------------------------------------------------------------- /Assets/Shaders/Player.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0069b112685bee74bae4db355eadc4f6 3 | timeCreated: 1535180149 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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-------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityDemo平面阴影 2 | 3 | # 文档 4 | [https://zhuanlan.zhihu.com/p/42781261](https://zhuanlan.zhihu.com/p/42781261) 5 | --------------------------------------------------------------------------------