参考自:https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Soft_Shadows_of_Spheres

using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class TestShadowOfSphere : MonoBehaviour {
public GameObject occluder;
// Use this for initialization
void Start () { } // Update is called once per frame
void Update () {
if (null != occluder)
{
GetComponent<Renderer>().sharedMaterial.SetVector("_SpherePosition",
occluder.transform.position);
GetComponent<Renderer>().sharedMaterial.SetFloat("_SphereRadius",
occluder.transform.localScale.x / 2.0f);
}
}
}

  

Shader "Cg shadow of sphere" {
Properties{
_Color("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor("Specular Material Color", Color) = (1,1,1,1)
_Shininess("Shininess", Float) = 10
_SpherePosition("Sphere Position", Vector) = (0,0,0,1)
_SphereRadius("Sphere Radius", Float) = 1
_LightSourceRadius("Light Source Radius", Float) = 0.005
}
SubShader{
Pass{
Tags{ "LightMode" = "ForwardBase" }
// pass for ambient light and first light source CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
// User-specified properties
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
uniform float4 _SpherePosition;
// center of shadow-casting sphere in world coordinates
uniform float _SphereRadius;
// radius of shadow-casting sphere
uniform float _LightSourceRadius;
// in radians for directional light sources struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
}; vertexOutput vert(vertexInput input){
vertexOutput output; float4x4 modelMatrix = _Object2World;
float4x4 modelMatrixInverse = _World2Object; output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
} float4 frag(vertexOutput input) : COLOR{
float3 normalDirection = normalize(input.normalDir); float3 viewDirection = normalize(
_WorldSpaceCameraPos - input.posWorld.xyz);
float3 lightDirection;
float lightDistance;
float attenuation; if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection =
normalize(_WorldSpaceLightPos0.xyz);
lightDistance = 1.0;
}
else // point or spot light
{
lightDirection =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
lightDistance = length(lightDirection);
attenuation = 1.0 / lightDistance; // linear attenuation
lightDirection = lightDirection / lightDistance;
} // computation of level of shadowing w
float3 sphereDirection =
_SpherePosition.xyz - input.posWorld.xyz;
float sphereDistance = length(sphereDirection);
sphereDirection = sphereDirection / sphereDistance;
float d = lightDistance
* (asin(min(1.0,
length(cross(lightDirection, sphereDirection))))
- asin(min(1.0, _SphereRadius / sphereDistance)));
float w = smoothstep(-1.0, 1.0, -d / _LightSourceRadius);
w = w * smoothstep(0.0, 0.2,
dot(lightDirection, sphereDirection));
if (0.0 != _WorldSpaceLightPos0.w) // point light source?
{
w = w * smoothstep(0.0, _SphereRadius,
lightDistance - sphereDistance);
} float3 ambientLighting =
UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb; float3 diffuseReflection =
attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection)); float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
} return float4(ambientLighting
+ (1.0 - w) * (diffuseReflection + specularReflection),
1.0);
} ENDCG
} Pass{
Tags{ "LightMode" = "ForwardAdd" }
// pass for additional light sources
Blend One One // additive blending CGPROGRAM
#pragma vertex vert
#pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc") // User-specified properties
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
uniform float4 _SpherePosition;
// center of shadow-casting sphere in world coordinates
uniform float _SphereRadius;
// radius of shadow-casting sphere
uniform float _LightSourceRadius;
// in radians for directional light sources struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
}; vertexOutput vert(vertexInput input)
{
vertexOutput output; float4x4 modelMatrix = _Object2World;
float4x4 modelMatrixInverse = _World2Object; output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
} float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir); float3 viewDirection = normalize(
_WorldSpaceCameraPos - input.posWorld.xyz);
float3 lightDirection;
float lightDistance;
float attenuation; if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
lightDistance = 1.0;
}
else // point or spot light
{
lightDirection =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
lightDistance = length(lightDirection);
attenuation = 1.0 / lightDistance; // linear attenuation
lightDirection = lightDirection / lightDistance;
} // computation of level of shadowing w
float3 sphereDirection =
_SpherePosition.xyz - input.posWorld.xyz;
float sphereDistance = length(sphereDirection);
sphereDirection = sphereDirection / sphereDistance;
float d = lightDistance
* (asin(min(1.0,
length(cross(lightDirection, sphereDirection))))
- asin(min(1.0, _SphereRadius / sphereDistance)));
float w = smoothstep(-1.0, 1.0, -d / _LightSourceRadius);
w = w * smoothstep(0.0, 0.2,
dot(lightDirection, sphereDirection));
if (0.0 != _WorldSpaceLightPos0.w) // point light source?
{
w = w * smoothstep(0.0, _SphereRadius,
lightDistance - sphereDistance);
} float3 diffuseReflection =
attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection)); float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
} return float4((1.0 - w) * (diffuseReflection + specularReflection), 1.0);
}
ENDCG
}
}
Fallback "Specular"
}

  

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