// 投射阴影Pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Fog {Mode Off} ZWrite On ZTest LEqual Cull Off Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; }; v2f vert( appdata_base v ) { v2f o; TRANSFER_SHADOW_CASTER(o) return o; } float4 frag( v2f i ) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } ENDCG } // 接受阴影Pass // note: editor needs this pass as it has a collector pass. Pass { Name "ShadowCollector" Tags { "LightMode" = "ShadowCollector" } Fog {Mode Off} ZWrite On ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcollector //定义SHADOW_COLLECTOR_PASS宏,以开启阴影相关的辅助宏功能 #define SHADOW_COLLECTOR_PASS #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { V2F_SHADOW_COLLECTOR; }; v2f vert (appdata v) { v2f o; TRANSFER_SHADOW_COLLECTOR(o) return o; } fixed4 frag (v2f i) : SV_Target { SHADOW_COLLECTOR_FRAGMENT(i) } ENDCG }