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using UnityEngine; | |
[ExecuteInEditMode] | |
public class ShadowMap : MonoBehaviour | |
{ | |
[SerializeField] | |
Material m_mat; | |
void OnWillRenderObject () | |
{ | |
var lightCamera = Camera.current; | |
// ライトにくっつけたCameraでライトから見たDepthRenderTextureに焼き込む | |
if (cam.name == "Light") | |
{ | |
var lightVMatrix = lightCamera.worldToCameraMatrix; | |
var lightPMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, false); | |
var lightVP = lightPMatrix * lightVMatrix; | |
// [-1, 1] => [0, 1]に補正する行列 | |
var biasMat = new Matrix4x4(); | |
biasMat.SetRow(0, new Vector4(0.5f, 0.0f, 0.0f, 0.5f)); | |
biasMat.SetRow(1, new Vector4(0.0f, 0.5f, 0.0f, 0.5f)); | |
biasMat.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); | |
biasMat.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); | |
// ライトから見た射影変換行列をシェーダい渡す | |
m_mat.SetMatrix("_LightVP", biasMat * lightVP); | |
} | |
} | |
} |
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Shader "ShadowMap" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
// 光源視点からのDepthTexture(RenderTexture) | |
_LightDepthTex("LightDepth",2D) = "white" {} | |
// 影の濃さ | |
_ShadowValue("ShadowValue",Range(0.001,1)) = 1 | |
} | |
SubShader | |
{ | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float4 shadowVertex : TEXCOORD1; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
// 光源視点からのDepthTexture(RenderTexture) | |
sampler2D _LightDepthTex; | |
// 光源視点から射影変換行列 | |
float4x4 _LightVP; | |
// 影の濃さ | |
float _ShadowValue; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
// 光源視点の変換座標 | |
o.shadowVertex = mul(_LightVP, v.vertex); | |
// debug | |
//o.vertex = mul(_LightVP, v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float shadowRatio = 1; | |
// ライトから見た時のDepth | |
float4 lightDepth = tex2D(_LightDepthTex, i.shadowVertex.xy); | |
// Debug Code | |
// return lightDepth.r; | |
// Debug Code | |
// return i.shadowVertex.z; | |
// DepthTextureのDepthとライトから見た時のライトからの距離を比べてDepthTextureのDepthの方が小さかったら影と判断 | |
float diff = i.shadowVertex.z - lightDepth.r; | |
if (diff >= 0) | |
{ | |
shadowRatio = _ShadowValue; | |
} | |
return tex2D(_MainTex, i.uv.xy) * shadowRatio; | |
} | |
ENDCG | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
ENDCG | |
} | |
} | |
} |
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