Rendering 7
Shadows
- Investigate how Unity renders shadows.
- Cast directional shadows.
- Receive directional shadows.
- Add support for spotlight and point light shadows.
This is the seventh part of a tutorial series about rendering. The previous part covered normal mapping. Now we'll take a look at shadows.
This tutorial was made with Unity 5.4.0f3.
Directional Shadows
While our lighting shader produces fairly realistic results by now, it evaluates each surface fragment in isolation. It assumes that a ray of light from every light source eventually hits every fragment. But this is only true if those rays aren't blocked by something.
When an object sits in between a light source and another object, it might prevent part or all of the light rays from reaching that other object. The rays that illuminate the first object are no longer available to illuminate the second object. As as result, the second object will remain at least partially unlit. The area that is not lit lies in the shadow of the first object. To describe this, we often say that the fist object casts a shadow on the second one.
In reality, there is a transition region between fully lit and fully shadowed space, know as the penumbra. It exists because all light sources have a volume. As a result, there are regions where only part of the light source is visible, which means that they are partially shadowed. The larger the light source, and the further away a surface is from its shadow caster, the larger this region is.
Unity doesn't support penumbra. Unity does support soft shadows, but that is a shadow filtering technique, not a simulation of penumbra.
Enabling Shadows
Without shadows, it is hard to see the spatial relationships between objects. To illustrate this, I created a simple scene with a few stretched cubes. I placed four rows of spheres above these cubes. The middle rows float of spheres, while the outer rows are connected to the cubes below them via cylinders.
The objects have Unity's default white material. The scene has two directional lights, the default directional light, and a slightly weaker yellow light. These are the same lights used in previous tutorials.
Currently, the shadows are disabled project-wide. We did that in an earlier tutorial. The ambient intensity is also set to zero, which makes it easier to see the shadows.
Shadows are part of the project-wide quality settings, found via Edit / Project Settings / Quality. We'll enable them at a high quality level. This means supporting both hard and soft shadows, using a high resolution, a stable fit projection, a distance of 150, and four cascades.
Make sure that both lights are set to cast soft shadows. Their resolution should depend on the quality settings.
With both directional lights casting shadows, the spatial relationships between all objects becomes a lot clearer. The entire scene has become both more realistic and more interesting to look at.
Shadow Mapping
How does Unity add these shadows to the scene? The standard shader apparently has some way to determine whether a ray is blocked or not.
You could figure this out whether a point lies in a shadow, by casting a ray through the scene, from the light to the surface fragment. If that ray hits something before it reaches the fragment, then it is blocked. This is something that a physics engine could do, but it would be very impractical to do so for each fragment, and per light. And then you'd have to get the results to the GPU somehow.
There are a few techniques to support real-time shadows. Each has it advantages and disadvantages. Unity uses the most common technique nowadays, which is shadow mapping. This means that Unity stores shadow information in textures, somehow. We'll now investigate how that works.
Open the frame debugger via Window / Frame Debugger, enable it, and look at the hierarchy of rendering steps. Look at the differences between a frame without and a frame with shadows enabled.
When shadows are disabled, all objects are rendered as usual. We were already familiar with this process. But when shadows are enabled, the process becomes more complex. There are a few more rendering phases, and quite a lot more draw calls. Shadows are expensive!
Rendering to the Depth Texture
When directional shadows are enabled, Unity begins a depth pass into the rendering process. The result is put into a texture that matches the screen resolution. This pass renders the entire scene, but only records the depth information of each fragment. This is the same information that is used by the GPU to determine whether a fragment ends up on top or below a previously rendered fragment.
This data corresponds with a fragment's Z coordinate, in clip space. This is the space that defines the area that the camera can see. The depth information ends up stored as a value in the 0–1 range. When viewing the texture, nearby texels appear dark. The further away a texel is, the lighter it becomes.
This information actually has nothing to do with shadows directly, but Unity will use it in a later pass.
Rendering to Shadow Maps
The next thing Unity renders is the shadow map of the first light. A little later, it will rendered the shadow map of the second light as well.
Again, the entire scene is rendered, and again only the depth information is stored in a texture. However, this time the scene is rendered from the point of the view of the light source. Effectively, the light acts as a camera. This means that the depth value tells us how far a ray of light traveled before it hit something. This can be used to determine if something is shadowed!
Because we're using directional lights, their cameras are orthographic. As such, there is no perspective projection, and the exact position of the light's camera doesn't matter. Unity will position the camera so it sees all objects that are in view of the normal camera.
Actually, it turns out that Unity doesn't just render the entire scene once per light. The scene is rendered four times per light! The textures are split into four quadrants, each being rendered to from a different point of view. This happens because we have opted to use four shadow cascades. If you were to switch to two cascades, the scene would be rendered twice per light. And without cascades, it is only rendered once per light. We will see why Unity does this when we look at the quality of shadows.
Collecting Shadows
We have the depth information of the scene, from the point of view of the camera. We also have this information from the point of view of each light. Of course this data is stored in different clip spaces, but we know the relative positions and orientations of these spaces. So we can convert from one space to the other. This allows us to compare the depth measurements from both points of view. Conceptually, we have two vectors that should end up at the same point. If they do, both the camera and light can see that point, and so it is lit. If the light's vector ends before reaching the point, then the light is blocked, which means that the point is shadowed.
Unity creates these textures by rendering a single quad that covers the entire view. It uses the Hidden/Internal-ScreenSpaceShadows shader for this pass. Each fragment samples from the scene's and light's depth textures, makes the comparison, and renders the final shadow value to a screen-space shadow map. Lit texels are set to 1, and shadowed texels are set to 0. At this point Unity can also perform filtering, to create soft shadows.
Sampling the Shadow Maps
Finally, Unity is finished rendering shadows. Now the scene is rendered normally, with one change. The light colors are multiplied by the values stored in their shadow maps. This eliminates the light when it should be blocked.
Every fragment that gets rendered samples the shadow maps. Also fragments that end up hidden behind other objects that are drawn later. So these fragments can end up receiving the shadows of the objects that end up hiding them. You can see this when stepping through the frame debugger. You can also see shadows appear before the objects that actually cast them. Of course these mistakes only manifest while rendering the frame. Once it is finished, the image is correct.
Shadow Quality
When the scene is rendered from the light's point of view, the orientation does not match the scene camera. So the texels of the shadow maps don't align with the texels of the final image. The resolution of the shadow maps also ends up being different. The resolution of the final image is determined by the display settings. The resolution of the shadow maps is determined by the shadow quality settings.
When the texels of the shadow maps end up rendered larger than those of the final image, they will become noticeable. The edges of the shadows will be aliased. This is most obvious when using hard shadows.
To make this as obvious as possible, change the shadow quality settings so we only get hard shadows, at the lowest resolution, with no cascades.
It is now very obvious that the shadows are textures. Also, bits of shadow are appearing in places where they shouldn't. We'll look into that later.
The closer the shadows get to the scene camera, the larger their texels become. That's because the shadow map currently covers the entire area visible to the scene camera. We can increase the quality close to the camera, by reducing the area that is covered by shadows, via the quality settings.
By limiting shadows to an area close to the scene camera, we can use the same shadow maps to cover a much smaller area. As a result, we get better shadows. But we lose the shadows that are further away. The shadows fade away as they approach the maximum distance.
Ideally, we get high-quality shadows up close, while also keeping the shadows that are far away. Because far away shadows end up rendered to a smaller screen area, those could make do with a lower-resolution shadow map. This is what shadow cascades do. When enabled, multiple shadow maps are rendered into the same texture. Each map is for use at a certain distance.
When using four cascades, the result looks a lot better, even though we're still using the same texture resolution. We're just using the texels much more efficiently. The downside is that we now have to render the scene three more times.
When rendering to the screen-space shadow maps, Unity takes care of sampling from the correct cascade. You can find where one cascade ends and another begins, by looking for a sudden change of the shadow texel size.
You can control the range of the cascade bands via the quality settings, as portions of the shadow distance. You can also visualize them in the scene view, by changing its Shading Mode. Instead of just Shaded, use Miscellaneous / Shadow Cascades. This will render the colors of the cascades on top of the scene.
The shape of the cascade bands depends on the Shadow Projection quality setting. The default is Stable Fit. In this mode, the bands are chosen based on the distance to the camera's position. The other option is Close Fit, which uses the camera's depth instead. This produces rectangular bands in the camera's view direction.
This configuration allows for more efficient use of the shadow texture, which leads to higher-quality shadows. However, the shadow projection now depends on the position and orientation or the camera. As a result, when the camera moves or rotates, the shadow maps change as well. If you can see the shadow texels, you'll notice that they move. This effect is known as shadow edge swimming, and can be very obvious. That's why the other mode is the default.
Shadow Acne
When we used low quality hard shadows, we saw bits of shadow appear where they shouldn't. Unfortunately, this can happen regardless of the quality settings.
Each texel in the shadow map represents the point where a light ray hit a surface. However, texels aren't single points. They end up covering a larger area. And they are aligned with the light direction, not with the surface. As a result of this, they can end up sticking in, through, and out of surfaces like dark shards. As parts of the texels end up poking out of the surfaces that cast the shadow, the surface appears to shadow itself. This is known as shadow acne.
Another source of shadow acne is numerical precision limitations. These limitations can cause incorrect result when very small distances are involved.
One way to prevent this problem is by adding a depth offset when rendering the shadow maps. This bias is added to the distance from the light to the shadow casting surface, pushes the shadows into the surfaces.
The shadow bias is configured per light, and is set to 0.05 by default.
A low bias can produce shadow acne, but a large bias introduces another problem. As the shadow-casting objects are pushed away from the lights, so are their shadows. As a result, the shadows will not be perfectly aligned with the objects. This isn't so bad when using a small bias. But too large a bias can make it seem like shadows are disconnected from the objects that cast them. This effect is known as peter panning.
Besides this distance bias, there is also a Normal Bias. This is a subtler adjustment of the shadow casters. This bias pushes the vertices of the shadow casters inwards, along their normals. This also reduces self-shadowing, but it also makes the shadows smaller and can cause holes to appear in the shadows.
Anti-Aliasing
Do you have anti-aliasing enabled in the quality settings? If you have, then you might have spotted another problem of shadow maps. They do not mix with the standard anti-aliasing approach.
When you enable anti-aliasing in the quality settings, Unity will use multi-sampling anti-aliasing, MSAA. It removes the aliasing at triangle edges by performing some super-sampling along those edges. The details don't matter here. What matters is that when Unity renders the screen-space shadow maps, it does so with a single quad that covers the entire view. As a result, there are no triangle edges, and thus MSAA does not affect the screen-space shadow map. MSAA does work for the final image, but the shadow values are taken straight from the screen-space shadow map. This becomes very obvious when a light surface next to a darker surface is shadowed. The edge between the light and dark geometry is anti-aliased, while the shadow edge isn't.
Anti-aliasing methods that rely on image post-processing – like FXAA – don't have this problem, because they are applied after the entire scene has been rendered.
Casting Shadows
Now that we know how Unity creates shadows for directional lights, it is time to add support for them to our own shader. Currently, My First Lighting Shader neither casts nor received shadows.
Let's deal with casting shadows first. I have changed the spheres and cylinders in the example scene so they use our material. So now they no longer cast shadows.
We know that Unity renders the scene multiple times for directional shadows. Once for the depth pass, and once per light, for each shadow map cascade. The screen-space shadow map is a screen-space effect and doesn't concern us.
To support all relevant passes, we have to add a pass to our shader, with its light mode set to ShadowCaster. Because we are only interested in the depth values, it will be a lot simpler than our other passes.
SubShader { Pass { Tags { "LightMode" = "ForwardBase" } … } Pass { Tags { "LightMode" = "ForwardAdd" } … } Pass { Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma target 3.0 #pragma vertex MyShadowVertexProgram #pragma fragment MyShadowFragmentProgram #include "My Shadows.cginc" ENDCG } }
Let's give the shadow programs their own include file, named My Shadows.cginc. They are very simple. The vertex program converts the position from object space to clip space as usual, and does nothing else. The fragment program actually doesn't need to do anything, so just return zero. The GPU records the depth value for us.
#if !defined(MY_SHADOWS_INCLUDED) #define MY_SHADOWS_INCLUDED #include "UnityCG.cginc" struct VertexData { float4 position : POSITION; }; float4 MyShadowVertexProgram (VertexData v) : SV_POSITION { return mul(UNITY_MATRIX_MVP, v.position); } half4 MyShadowFragmentProgram () : SV_TARGET { return 0; } #endif
This is already enough to cast shadows directional.
Bias
We also have to support the shadow bias. During the depth pass, the biases are zero, but when rendering the shadow maps, the biases correspond to the light settings. We do so by applying the depth bias to the position in the vertex shader, in clip space.
To support the depth bias, we can use the UnityApplyLinearShadowBias
function, which is defined in UnityCG.
float4 MyShadowVertexProgram (VertexData v) : SV_POSITION { float4 position = mul(UNITY_MATRIX_MVP, v.position); return UnityApplyLinearShadowBias(position); }
To also support the normal bias, we have to move the vertex position based on the normal Vector. So we have to add the normal to our vertex data. Then we can use the UnityClipSpaceShadowCasterPos
function to apply the bias. This function is also defined in UnityCG.
struct VertexData { float4 position : POSITION; float3 normal : NORMAL; }; float4 MyShadowVertexProgram (VertexData v) : SV_POSITION { float4 position = UnityClipSpaceShadowCasterPos(v.position.xyz, v.normal); return UnityApplyLinearShadowBias(position); }
Our shader is now a fully functional shadow caster.
Receiving Shadows
The second part of the process is receiving shadows. All objects in the test scene now use our material.
Let's first concern ourselves with the shadows of the main directional light only. Because this light is included in the base pass, we have to adjust that one.
When the main directional light casts shadows, Unity will look for a shader variant that has the SHADOWS_SCREEN
keyword enabled. So we have to create two variants of our base pass, one with and one without this keyword. This works the same as for the VERTEXLIGHT_ON
keyword.
#pragma multi_compile _ SHADOWS_SCREEN #pragma multi_compile _ VERTEXLIGHT_ON
The pass now has two multi-compile directives, each for a single keyword. As a result, there are four possible variants. One with no keywords, one for each keyword, and one with both keywords.
// Snippet #0 platforms ffffffff: SHADOWS_SCREEN VERTEXLIGHT_ON 4 keyword variants used in scene: <no keywords defined> VERTEXLIGHT_ON SHADOWS_SCREEN SHADOWS_SCREEN VERTEXLIGHT_ON
After adding the multi-compile pragma, the shader compiler will complain about a nonexistent _ShadowCoord
. This happens because the UNITY_LIGHT_ATTENUATION
macro behaves differently when shadows are in play. To quickly fix this, open the My Lighting.cginc file and just set the attenuation to 1 when we have shadows.
UnityLight CreateLight (Interpolators i) { UnityLight light; #if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) light.dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos); #else light.dir = _WorldSpaceLightPos0.xyz; #endif #if defined(SHADOWS_SCREEN) float attenuation = 1; #else UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); #endif light.color = _LightColor0.rgb * attenuation; light.ndotl = DotClamped(i.normal, light.dir); return light; }
Sampling Shadows
To get to the shadows, we have to sample the screen-space shadow map. To do this, we need to know the screen-space texture coordinates. Like other texture coordinates, we'll pass them from the vertex shader to the fragment shader. So we need use an additional interpolator when supporting shadows. We'll begin by just passing along the homogeneous clip-space position, so we need a float4
.
struct Interpolators { … #if defined(SHADOWS_SCREEN) float4 shadowCoordinates : TEXCOORD5; #endif #if defined(VERTEXLIGHT_ON) float3 vertexLightColor : TEXCOORD6; #endif }; … Interpolators MyVertexProgram (VertexData v) { … #if defined(SHADOWS_SCREEN) i.shadowCoordinates = i.position; #endif ComputeVertexLightColor(i); return i; }
We can access the screen-space shadows via _ShadowMapTexture
. It is defined in AutoLight when appropriate. The naive approach is to simply use the clip-space XY coordinates of the fragment to sample this texture.
UnityLight CreateLight (Interpolators i) { … #if defined(SHADOWS_SCREEN) float attenuation = tex2D(_ShadowMapTexture, i.shadowCoordinates.xy); #else UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); #endif … }
We're now sampling shadows, but with clip-space coordinates instead of screen-space coordinates. We do get shadows, but they end up compressed into a tiny region at the center of the screen. We have to stretch them to cover the entire window.
In clip space, all visible XY coordinates fall inside the −1–1 range, while the range for screen-space is 0–1. The first step to solve this by halving XY. Next, we also have to offset the coordinates so they are zero at the bottom-left corner of the screen. Because we're dealing with a perspective transformation, how much we must offset the coordinates depends on how far away they are. In this case, the offset is equal to the fourth homogeneous coordinate, before halving.
#if defined(SHADOWS_SCREEN) i.shadowCoordinates.xy = (i.position.xy + i.position.w) * 0.5; i.shadowCoordinates.zw = i.position.zw; #endif
The projection is still not correct, because we're using homogeneous coordinates. We have to convert to screen-space coordinates, by dividing X and Y by W.
i.shadowCoordinates.xy = (i.position.xy + i.position.w) * 0.5 / i.position.w;
The result gets distorted. The shadows are stretched and curved. This happens because we do the division before interpolation. This is incorrect, the coordinates should be interpolated independently, before the division. So we have to move the division to the fragment shader.
Interpolators MyVertexProgram (VertexData v) { … #if defined(SHADOWS_SCREEN) i.shadowCoordinates.xy = (i.position.xy + i.position.w) * 0.5;// / i.position.w;i.shadowCoordinates.zw = i.position.zw; #endif … } UnityLight CreateLight (Interpolators i) { … #if defined(SHADOWS_SCREEN) float attenuation = tex2D( _ShadowMapTexture, i.shadowCoordinates.xy / i.shadowCoordinates.w ); #else UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); #endif … }
At this point, your shadows will either appear correct, or upside down. If they are flipped, it means that your graphics API – Direct3D – has the screen-space Y coordinates go from 0 to 1 downwards, instead of upwards. To synchronize with this, flip the Y coordinate of the vertex.
i.shadowCoordinates.xy = (float2(i.position.x, -i.position.y) + i.position.w) * 0.5;
Using Unity's Code
Unity's include file provide a collection of functions and macros to help us sample shadows. They take care of API differences and platform limitations. For example, we can use the ComputeScreenPos
function from UnityCG.
UnityCG.
#if defined(SHADOWS_SCREEN) i.shadowCoordinates = ComputeScreenPos(i.position); #endif
The AutoLight include file defines three useful macros. They are SHADOW_COORDS
, TRANSFER_SHADOW
, and SHADOW_ATTENUATION
. When shadows are enabled, these macros perform the same work that we just did. They do nothing when there are no shadows.
SHADOW_COORDS
defines the interpolator for shadow coordinates, when needed. I uses the _ShadowCoord
name, which was what the compiler complained about earlier.
struct Interpolators { …// #if defined(SHADOWS_SCREEN)// float4 shadowCoordinates : TEXCOORD5;// #endifSHADOW_COORDS(5) … };
TRANSFER_SHADOW
fills these coordinates in the vertex program.
Interpolators MyVertexProgram (VertexData v) { …// #if defined(SHADOWS_SCREEN)// i.shadowCoordinates = i.position;// #endifTRANSFER_SHADOW(i); … }
And SHADOW_ATTENUATION
uses the coordinates to sample the shadow map in the fragment program.
UnityLight CreateLight (Interpolators i) { … #if defined(SHADOWS_SCREEN) float attenuation = SHADOW_ATTENUATION(i); #else UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); #endif … }
Actually, the UNITY_LIGHT_ATTENUATION
macro already uses SHADOW_ATTENUATION
. That's why we got that compiler error before. So we can suffice with using just that macro. The only change is that we have to use the interpolators as its second argument, while we just used zero before.
// #if defined(SHADOWS_SCREEN)// float attenuation = SHADOW_ATTENUATION(i);// #elseUNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos);// #endif
After rewriting our code to use these macros, we get new compile errors. This happens because Unity's macros unfortunately make assumptions about the vertex data and interpolator structures. First, it is assumed that the vertex position is named vertex
, while we named it position
. Second, it is assumed that the interpolator position is named pos
, but we named it position
.
Let's be pragmatic and adopt these names too. They're only used in a few places anyway, so we don't have to change much.
struct VertexData { float4 vertex : POSITION; … }; struct Interpolators { float4 pos : SV_POSITION; … }; … Interpolators MyVertexProgram (VertexData v) { Interpolators i; i.pos = mul(UNITY_MATRIX_MVP, v.vertex); i.worldPos = mul(unity_ObjectToWorld, v.vertex); … }
Our shadows should work again, and this time on as many platforms as Unity supports.
Multiple Shadows
The main directional light is now casting shadows, but the second directional light still doesn't. That's because we don't yet define SHADOWS_SCREEN
in the additive pass. We could add a multi-compile statement to it, but SHADOWS_SCREEN
only works for directional lights. To get the correct combination of keywords, change the existing multi-compile statement to one that also includes shadows.
#pragma multi_compile_fwdadd_fullshadows
This adds four additional keywords into the mix, to support different light types.
// ----------------------------------------- // Snippet #1 platforms ffffffff: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_SOFT SPOT 13 keyword variants used in scene: POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE SHADOWS_DEPTH SPOT DIRECTIONAL SHADOWS_SCREEN DIRECTIONAL_COOKIE SHADOWS_SCREEN POINT SHADOWS_CUBE POINT_COOKIE SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_SOFT SPOT POINT SHADOWS_CUBE SHADOWS_SOFT POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT
Spotlight Shadows
Now that we have dealt with directional lights, let's move on to spotlights. Disable the directional lights and add some spotlights with shadows to the scene. Surprise! Thanks to Unity's macros, spotlight shadows already work.
When looking at the frame debugger, you'll see that Unity does less work for spotlight shadows. There is no separate depth pass, and no screen-space shadow passes. Only the shadow maps are rendered.
The shadow maps works the same as for directional lights. They're depth maps, rendered from the light's point of view. However, there are big differences between a directional light and a spotlight. The spotlight has an actual position, and its light rays aren't parallel. So the spotlight's camera has a perspective view, and cannot be more around arbitrarily. As a result, these lights cannot support shadow cascades.
Although the camera setup is different, the shadow casting code is identical for both light types. The normal bias is only supported for directional shadows, but it's simply set to zero for other lights.
Sampling the Shadow Map
Because spotlights don't use screen-space shadows, the sampling code has to be different. But Unity's macros hide this difference from us.
We found directional shadows by simply sampling the screen-space shadow map. Unity took care of shadow filtering when creating that map, so we didn't need to worry about that. However, spotlights don't use screen-space shadows. So if we want to use soft shadows, we have to do the filtering in the fragment program.
Then SHADOW_ATTENUATION
macro uses the UnitySampleShadowmap
function to sample the shadow map. This function is defined in UnityShadowLibrary, which AutoLight includes. When using hard shadows, the function samples the shadow map once. When using soft shadows, it samples the map four times and averages the result. The result isn't as good as the filtering used for screen-space shadows, but it is a lot faster.
Point Light Shadows
Now try some point lights. When you enable shadows for a point light, you will be greeted with a compile error. Apparently, UnityDecodeCubeShadowDepth
is undefined. This error happens because UnityShadowLibrary depends on UnityCG, but doesn't explicitly include it. So we have to make sure that UnityCG is included first. We can do this by including UnityPBSLighting before including AutoLight in My Lighting.
#include "UnityPBSLighting.cginc" #include "AutoLight.cginc"//#include "UnityPBSLighting.cginc"
It compiles, but all objects in range of the lights end up black. There is something wrong with the shadow maps.
When you inspect the shadow maps via the frame debugger, you will discover that not one, but six maps are rendered per light. This happens because point lights shine in all directions. As as result, the shadow map has to be a cube map. Cube maps are created by rendering the scene with the camera pointing in six different directions, once per face of the cube. So shadows for point lights are expensive.
Casting Shadows
Unfortunately, Unit doesn't use depth cube maps. Apparently, not enough platforms support them. So we cannot rely on the fragment's depth value in My Shadows. Instead, we'll have to output the fragment's distance as the result of the fragment program.
When rendering point light shadow maps, Unity looks for a shadow caster variant with the SHADOWS_CUBE
keyword be defined. The SHADOWS_DEPTH
keyword is used for directional and spotlight shadows. To support this, add a special multi-compile directive for shadow casters to our pass.
Pass { Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma vertex MyShadowVertexProgram #pragma fragment MyShadowFragmentProgram #include "My Shadows.cginc" ENDCG }
This adds the variants that we need.
// Snippet #2 platforms ffffffff: SHADOWS_CUBE SHADOWS_DEPTH 2 keyword variants used in scene: SHADOWS_DEPTH SHADOWS_CUBE
Because points lights require such a different approach, let's create a separate set of program function for them.
#if defined(SHADOWS_CUBE) #else float4 MyShadowVertexProgram (VertexData v) : SV_POSITION { float4 position = UnityClipSpaceShadowCasterPos(v.position.xyz, v.normal); return UnityApplyLinearShadowBias(position); } half4 MyShadowFragmentProgram () : SV_TARGET { return 0; } #endif
To figure out a fragment's distance from the light, we have to construct the world-space vector from the light to the fragment. We can do so by creating these vectors per vertex, and interpolating them. This requires an additional interpolator.
#if defined(SHADOWS_CUBE) struct Interpolators { float4 position : SV_POSITION; float3 lightVec : TEXCOORD0; }; Interpolators MyShadowVertexProgram (VertexData v) { Interpolators i; i.position = UnityObjectToClipPos(v.position); i.lightVec = mul(unity_ObjectToWorld, v.position).xyz - _LightPositionRange.xyz; return i; } float4 MyShadowFragmentProgram (Interpolators i) : SV_TARGET { return 0; } #else
In the fragment program, we take the length of the light vector and add the bias to it. Then we divide that by light's range to fit them in the 0–1 range. The _LightPositionRange.w
variable contains the inverse of its range, so we have to multiply by this value. The result is output as a floating-point value.
float4 MyShadowFragmentProgram (Interpolators i) : SV_TARGET { float depth = length(i.lightVec) + unity_LightShadowBias.x; depth *= _LightPositionRange.w; return UnityEncodeCubeShadowDepth(depth); }
Sampling the Shadow Maps
Now that our shadow maps are correct, the point light shadows appear. Unity's macros take care of the sampling of those maps.
Just like with spotlight shadows, the shadow map is sampled once for hard shadows, and four times for soft shadows. The big difference is that Unity doesn't support filtering for the shadow cube maps. As a result, the edges of the shadows are much harsher. So point light shadows are both expensive and aliased.
The next tutorial is Reflections.