现象
将方向光的旋转全部设为0,此时方向光朝向+Z
,因此方向光的朝向为(0,0,1)
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代码如下:
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| Shader "Custom/Test" { Properties { } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 pos : POSITION; };
struct v2f { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD1; };
v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.pos); o.worldPos = mul(unity_ObjectToWorld, v.pos); return o; } fixed4 frag (v2f i) : SV_Target { return float4(UnityWorldSpaceLightDir(i.worldPos), 1.0f); } ENDCG } } }
|
此时渲染结果为一个蓝色的鸭子
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当加上Tags { "LightMode" = "ForwardBase" }
后:
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| Shader "Custom/Test" { Properties { } SubShader { Pass { Tags { "LightMode" = "ForwardBase" }
CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 pos : POSITION; };
struct v2f { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD1; };
v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.pos); o.worldPos = mul(unity_ObjectToWorld, v.pos); return o; } fixed4 frag (v2f i) : SV_Target { return float4(UnityWorldSpaceLightDir(i.worldPos), 1.0f); } ENDCG } } }
|
此时渲染结果为一只黑色的鸭子:
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原因
用RenderDoc
剖析一下,打开ForwardBase
时:
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关闭ForwardBase
后:
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可见在设置LightMode
为ForwardBase
时,CB
中传入的光方向发生了反转
经过测试,当LightMode
为ForwardAdd
时,CB
中传入的光方向也被反转了
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