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Unity 2Dレンダラで3Dオブジェクトをライティングする

qiita.com
ノーマルマップがないモデルだといい感じにライティングされなかったからこれ多分モデルにノーマルマップがあるときの事例だと思う(未検証)

頂点のノーマルだけで事足りる場合もあるのでちょっと改変した

〜
shader "Universal Render Pipeline/2D/Sprite-Lit-3D"
{
    Properties
    {
        [MainTexture] _MainTex("Diffuse", 2D) = "white" {}
        [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
        [HDR] _EmissionColor("Emission", Color) = (0,0,0,0)
        _MaskTex("Mask", 2D) = "white" {}
        _NormalMap("Normal Map", 2D) = "bump" {}

        // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
        [HideInInspector] _Color("Tint", Color) = (1,1,1,1)
        [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
        [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
        [HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
        [HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
    }

    HLSLINCLUDE
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
    ENDHLSL

    SubShader
    {
        Tags {"Queue" = "Geometry" "RenderType" = "Opacue" "RenderPipeline" = "UniversalPipeline" }

        Blend SrcAlpha OneMinusSrcAlpha
        Cull Back
        ZWrite On

        Pass
        {
            Tags { "LightMode" = "Universal2D" }
            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex CombinedShapeLightVertex
            #pragma fragment CombinedShapeLightFragment
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float4 color        : COLOR;
                float2  uv           : TEXCOORD0;
            };

            struct Varyings
            {
                float4  positionCS  : SV_POSITION;
                float4  color       : COLOR;
                float2  uv          : TEXCOORD0;
                float2  lightingUV  : TEXCOORD1;
            };

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            TEXTURE2D(_MaskTex);
            SAMPLER(sampler_MaskTex);
            TEXTURE2D(_NormalMap);
            SAMPLER(sampler_NormalMap);
            half4 _MainTex_ST;
            half4 _NormalMap_ST;
            half4 _BaseColor;
            half4 _EmissionColor;

            #if USE_SHAPE_LIGHT_TYPE_0
            SHAPE_LIGHT(0)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_1
            SHAPE_LIGHT(1)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_2
            SHAPE_LIGHT(2)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_3
            SHAPE_LIGHT(3)
            #endif

            Varyings CombinedShapeLightVertex(Attributes v)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(v.positionOS);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                float4 clipVertex = o.positionCS / o.positionCS.w;
                o.lightingUV = ComputeScreenPos(clipVertex).xy;
                o.color = v.color * _BaseColor;
                return o;
            }

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"

            half4 CombinedShapeLightFragment(Varyings i) : SV_Target
            {
                half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);

                return CombinedShapeLightShared(main, mask, i.lightingUV)+main*_EmissionColor;
            }
            ENDHLSL
        }

        Pass
        {
            Tags { "LightMode" = "NormalsRendering"}
            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex NormalsRenderingVertex
            #pragma fragment NormalsRenderingFragment

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float3 normalOS     : NORMAL;//ここで頂点の法線を取得
                float4 color        : COLOR;
                float2 uv           : TEXCOORD0;
                float4 tangent      : TANGENT;
            };

            struct Varyings
            {
                float4  positionCS      : SV_POSITION;
                float4  color           : COLOR;
                float2  uv              : TEXCOORD0;
                float3  normalWS        : TEXCOORD1;
                float3  tangentWS       : TEXCOORD2;
                float3  bitangentWS     : TEXCOORD3;
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            TEXTURE2D(_NormalMap);
            SAMPLER(sampler_NormalMap);
            float4 _NormalMap_ST;  // Is this the right way to do this?

            Varyings NormalsRenderingVertex(Attributes attributes)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(attributes.positionOS);
                o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
                o.uv = attributes.uv;
                o.color = attributes.color;
                o.normalWS = TransformObjectToWorldDir(attributes.normalOS);
                o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
                o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
                return o;
            }

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"

            float4 NormalsRenderingFragment(Varyings i) : SV_Target
            {
                float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
                //return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
                half3 normalVS = TransformWorldToViewDir(i.normalWS.xyz);//頂点の法線情報をそのまま使う
                half4 normalColor;
                    
                normalColor.rgb = 0.5 * ((normalVS)+1);
                normalColor.a = i.color.a;  // used for blending

                return normalColor;
            }
            ENDHLSL
        }
        Pass
        {
            Tags { "LightMode" = "UniversalForward" "Queue"="Geometry" "RenderType"="Opacue"}

            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex UnlitVertex
            #pragma fragment UnlitFragment

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float4 color        : COLOR;
                float2 uv           : TEXCOORD0;
            };

            struct Varyings
            {
                float4  positionCS      : SV_POSITION;
                float4  color           : COLOR;
                float2  uv              : TEXCOORD0;
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            float4 _MainTex_ST;

            Varyings UnlitVertex(Attributes attributes)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(attributes.positionOS);
                o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
                o.uv = attributes.uv;
                o.color = attributes.color;
                return o;
            }

            float4 UnlitFragment(Varyings i) : SV_Target
            {
                float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                return mainTex;
            }
            ENDHLSL
        }
    }

    FallBack "Universal Render Pipeline/Unlit"
}
〜

Tags { "LightMode" = "NormalsRendering"}
のPassで
頂点シェーダで法線情報をもらって
NormalsRenderingFragmentでそのままつかっただけ

f:id:stalagmite:20210829170155p:plain

白いCubeは3dモデルだけど松明のLight2D(PointLight)の光を受けている