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No Shadows on Tessellated Terrain
Hi all! Long time reader, first time poster. I'm not overly familiar with Shaderlab and I'm having some trouble with a tessellated object not casting or receiving any shadows. Here's the shader:
Shader "Terrain"{
Properties {
_EdgeLength ("Edge length", Range(2,50)) = 15
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_HillAlbedo ("HillAlbedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_NormalMap ("Normalmap", 2D) = "bump" {}
_Height ("Height", 2D) = "black"{}
_Tess ("Tessellation", Range(1,32)) = 4
_Displacement ("Displacement", Range(0, 10.0)) = 0.3
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:disp tessellate:tessEdge
#pragma target 5.0
#include "Tessellation.cginc"
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct v2f {
float4 pos : SV_POSITION;
float3 wNormal : COLOR0;
};
float _EdgeLength;
float _Tess;
float4 tessEdge (appdata v0, appdata v1, appdata v2)
{
return UnityEdgeLengthBasedTess (v0.vertex, v1.vertex, v2.vertex, _EdgeLength);
}
sampler2D _Height;
float _Displacement;
void disp (inout appdata v)
{
float d = tex2Dlod(_Height, float4(v.texcoord.xy,0,0)).r * _Displacement;
v.vertex.xyz += v.normal * d;
}
sampler2D _MainTex;
sampler2D _HillAlbedo;
sampler2D _NormalMap;
struct Input {
float2 uv_MainTex;
float3 worldNormal; INTERNAL_DATA
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
fixed4 hillC = tex2D (_HillAlbedo, IN.uv_MainTex) * _Color;
o.Albedo = lerp(c.rgb, hillC.rgb, (1.0 - dot(WorldNormalVector (IN, o.Normal), float3(0.0, 1.0, 0.0))));
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
It's worth noting that the HillAlbedo is also never being displayed anywhere, which leads me to believe that the worldnormal isn't getting updated by tesselation. Does this mean I need a second pass for the second texture and shadows, or am I just way off the mark here?
Thanks for your time.
Answer by NemoKrad · Mar 17, 2017 at 02:25 AM
In the #pragma, you need to also have addshadow, worked for me.
Just saw how old this post was, sorry I was not here sooner :/
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