在Unity URP中,实时阴影的工作流程基于ShadowMap技术实现,主要流程如下:
【从UnityURP开始探索游戏渲染】专栏-直达
一、阴影生成流程
阴影贴图(ShadowMap)生成
在光源位置设置虚拟相机,渲染场景深度到纹理:
- 主光源阴影由ShadowCaster Pass处理,输出深度图到_MainLightShadowmapTexture
- 使用级联阴影(Cascaded Shadow Mapping)提升精度:将ShadowMap划分为2×2图集,对应不同精度等级
- csharp
- // URP核心流程if (主光源开启阴影) {
- MainLightShadowCasterPass.Render();// 生成_MainLightShadowmapTexture
- }
复制代码 深度值比较
正常渲染时执行:
- 将像素坐标转换到光源空间获取深度值
- 采样ShadowMap比较深度:若当前深度 > ShadowMap值,则判定为阴影区域
二、关键Pass的作用
ShadowCaster Pass
- 作用:专用于生成阴影贴图
- 输出目标:_MainLightShadowmapTexture(主光源)或自定义ShadowMap
- Shader要求:
- hlsl
- Pass {
- Tags { "LightMode" = "ShadowCaster" }
- #pragma multi_compile_shadowcaster // 生成SHADOWS_DEPTH/SHADOW_CUBE宏
- V2F_SHADOW_CASTER; // 声明数据结构
- TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) // 顶点着色器处理深度偏移
- }
复制代码 来自于Lit的阴影投射pass
- // ShadowCaster 计算灯光的深度贴图,相当于以光的位置主动投射到物体上,形成的偏移阴影。用来投射阴影到其他位置的计算。
- // 这里涉及到_ShadowBias在Shadow.hlsl中x分量表示DepthBias深度方向偏移,y分量表示NormalBias法线方向偏移。
- Pass
- {
- Name "ShadowCaster"
- Tags
- {
- "LightMode" = "ShadowCaster"
- }
- // -------------------------------------
- // Render State Commands
- ZWrite On
- ZTest LEqual
- ColorMask 0
- Cull[_Cull]
- HLSLPROGRAM
- #pragma target 2.0
- // -------------------------------------
- // Shader Stages
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- // -------------------------------------
- // Universal Pipeline keywords
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
- // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
- #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- // -------------------------------------
- // Includes
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- ENDHLSL
- }
复制代码 ShadowCasterPass.hlsl
阴影投射主要计算在顶点计算位置,片元不需要处理纹理颜色阴影返回0给黑色。- #ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
- #define UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
- // For Directional lights, _LightDirection is used when applying shadow Normal Bias.
- // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
- float3 _LightDirection;
- float3 _LightPosition;
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- #if defined(_ALPHATEST_ON)
- float2 uv : TEXCOORD0;
- #endif
- float4 positionCS : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- float4 GetShadowPositionHClip(Attributes input)
- {
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
- #else
- positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- return positionCS;
- }
- Varyings ShadowPassVertex(Attributes input)
- {
- Varyings output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- #if defined(_ALPHATEST_ON)
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- output.positionCS = GetShadowPositionHClip(input);
- return output;
- }
- half4 ShadowPassFragment(Varyings input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- #if defined(_ALPHATEST_ON)
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
- #endif
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
- return 0;
- }
- #endif
复制代码 DepthOnly Pass
- 作用:生成场景深度图(非直接用于阴影)
- 输出目标:_CameraDepthTexture
- 阴影关联:为屏幕空间阴影计算提供场景深度数据,非阴影贴图直接来源
三、阴影生成位置
- 核心Pass:阴影完全由LightMode="ShadowCaster"的Pass生成
- 执行阶段:在MainLightShadowCasterPass渲染管线阶段完成
- 纹理存储:
- 主光源阴影 → _MainLightShadowmapTexture
- 点光源阴影 → CubeMap形式存储
四、深度偏移处理
通过TRANSFER_SHADOW_CASTER_NORMALOFFSET宏:
- 自动计算法线偏移
- 解决Shadow Acne(阴影痤疮)和Peter Panning(边缘剥离)问题
五、级联阴影优化
URP采用2×2级联图集:
- 每级对应不同视锥区域
- 动态分配精度:近距离高精度,远距离低精度
- 通过GetShadowCasterBounds()计算光源影响范围
⚠️ 注意事项
- 物体需包含ShadowCaster Pass才能投射阴影
- 深度测试冲突可能导致阴影缺失,需检查材质配置
【从UnityURP开始探索游戏渲染】专栏-直达
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