原理
根据能量守恒,以及一系列光照原理得出微表面BRDF(Bidirectional Reflectance Distribution Function)公式
// D(h) F(v,h) G(l,v,h)
//f(l,v) = ---------------------------
// 4(n·l)(n·v)
D;微表面法线分布函数,选取ggx近似
// alpha^2
//D(h) = -----------------------------------
// pi*((n·h)^2 *(alpha^2-1)+1)^2
其中 alpha = roughness^2
//G(l,v,h) 微表面遮挡函数,使用smith-Schlick近似
// 1
//G(l,v,h) = --------------------------------------------------
// (nl*(1-k)+k)*(nv*(1-k)+k)
//
// k = (a^2 +1) * (a^2 +1)/8; 抄ue4
// k = roughness^2 //u3d
//F(I,h) schlick菲涅尔近似等式
//F(I,h) = F0+(1-F0)(1-nl)^5
//F0高光反射颜色
对应的shader代码
half3 viewDir = normalize(i.viewDir);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 normalTex = UnpackNormal(tex2D(_BumpTex, i.uv)).rgb;
half3 wn = calculateWorldNormal(i.normal, i.tangent, normalTex, _normalScale);
half nl = saturate(dot(wn, lightDir));
half nh = saturate(dot(wn, halfDir));
half nv = saturate(dot(wn, viewDir));
half lh = saturate(dot(lightDir ,halfDir));
inline half BRDFspec(half roughness, half nl , half nv , half nh, half3 specColor )
{
half a2 = roughness*roughness*roughness*roughness;
half d = nh*nh*(a2-1)+1;
half D = UNITY_INV_PI*a2/(d*d);
half k = (a2+1)*(a2+1)/8;
half G = 1/((nl*(1-k)+k)*(nv*(1-k)+k));
half F = specColor+(1-specColor)*Pow5(1-nl);
return F*max( 0, D*G*nl/(4*nl*nv));
}
fixed spec = BRDFspec(roughness, nl, nv , nh , specColor);
漫反射部分使用Disney(从unity里抄的)
inline half DisneyDiffuse(half NdotV, half NdotL, half LdotH, half perceptualRoughness)
{
half fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness;
// Two schlick fresnel term
half lightScatter = (1 + (fd90 - 1) * Pow5(1 - NdotL));
half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV));
return lightScatter * viewScatter;
}
half diffColor = DisneyDiffuse(nv, nl, lh, roughness)* nl;
half3 brdf= (spec+ diffColor*mainTex.rgb) * metallic*_LightColor * _LightIntensity
仅仅brdf会出现死黑,所以要加上基本色
half3 diffuse = (UNITY_LIGHTMODEL_AMBIENT.xyz+(0.3+0.7*nl)*LIGHT_ATTENUATION(i) * _LightColor.xyz)*mainTex.rgb*(1-metallic)
应美术要求把半兰伯特模型的0.5改成了0.3
最终color = diffuse + brdf
以下是完整代码:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/PBR"
{
Properties
{
_EmissiveColor("自发光颜色",Color) = (,,,)
_EmissiveIntensity("自发光强度",Float) =
\_LightColor("光照颜色",Color) = (,,,)
\_LightIntensity("光照强度",Range(,)) =
\_normalScale("法线强度",Float) =
\_environment\_rotation("环境光贴图旋转",Range(,)) =
\_RotateSpeed("旋转速度", float) =
\_Exposure("环境光曝光值",Float) =
\_Skincolor ("Skin Color Custom", Color) = (,,,)
\_MainTex("颜色贴图", 2D) = "white" {}
\_BumpTex("法线贴图", 2D) = "bump" {}
\_ChannelTex("RGB光滑金属变色", 2D) = "white" {}
\_EmissiveMap("自发光贴图", 2D) = "black" {}
\_Cube ("环境光贴图", Cube) = "" {}
\_Metallic("金属度上限",Range(,))=
\_MetallicMin("金属度下限",Range(,))=
\_Glossiness ("光滑度上限", Range(,)) =
\_GlossinessMin ("光滑度下限", Range(,)) =
//Rim
\_RimColor("轮廓光颜色", Color) = (, , , )
\_RimArea("轮廓光范围", Range(, )) = 3.6
\_RimPower("轮廓光强度", Range(, )) = 0.0
}
SubShader
{
LOD
Lighting Off
Tags {"RenderType"="Opaque"}
// Pass to render object as a shadow caster
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual Cull Off
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\_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV\_Target
{
SHADOW\_CASTER\_FRAGMENT(i)
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB\_precision\_hint\_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "UnityStandardConfig.cginc"
#define INTERNAL\_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
struct v2f
{
half4 pos : SV\_POSITION;
half2 uv : TEXCOORD0;
float3 viewDir : TEXCOORD1;
half3 normal : TEXCOORD4;
half4 tangent : TEXCOORD5;
};
sampler2D \_MainTex;
sampler2D \_BumpTex;
sampler2D \_ChannelTex;
sampler2D \_EmissiveMap;
samplerCUBE \_Cube;
half4 \_Cube\_HDR;
fixed \_Metallic;
fixed \_MetallicMin;
fixed \_Glossiness;
fixed \_GlossinessMin;
half \_environment\_rotation;
half \_RotateSpeed;
half \_Exposure;
half \_normalScale;
fixed4 \_LightColor;
half \_LightIntensity;
fixed4 \_DLightColor;
half3 \_DLightDir;
half \_DLightIntensity;
half \_EmissiveIntensity;
fixed4 \_EmissiveColor;
fixed4 \_Skincolor;
float \_RimPower;
fixed4 \_RimColor;
float \_RimArea;
v2f vert(appdata\_full v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.viewDir = WorldSpaceViewDir(v.vertex);
o.normal = v.normal;
o.tangent = v.tangent;
return o;
}
fixed4 frag(v2f i) : SV\_Target
{
half3 viewDir = normalize(i.viewDir);
//half3 lightDir = \_DLightDir;
half3 lightDir = normalize(\_WorldSpaceLightPos0.xyz);
//half3 lightDir = viewDir;
fixed4 channel = tex2D(\_ChannelTex, i.uv);
fixed metallic = \_MetallicMin + channel.g \* ( \_Metallic - \_MetallicMin );
fixed glossness = ( \_GlossinessMin + channel.r \* (\_Glossiness-\_GlossinessMin) )\* .99h;
fixed roughness = - glossness;
fixed colorMask = channel.b;
fixed4 mainTex = tex2D(\_MainTex,i.uv);
mainTex \*= colorMask \* \_Skincolor + ( - colorMask);
fixed3 normalTex = UnpackNormal(tex2D(\_BumpTex, i.uv)).rgb;
half3 wn = calculateWorldNormal(i.normal, i.tangent, normalTex, \_normalScale);
half3 halfDir = normalize(lightDir + viewDir);
half nl = saturate(dot(wn, lightDir));
half nh = saturate(dot(wn, halfDir));
half nv = saturate(dot(wn, viewDir));
half lh = saturate(dot(lightDir ,halfDir));
half3 refDir = reflect(-viewDir, wn);
refDir = EnvRotate (\_environment\_rotation + \_Time.y \* \_RotateSpeed \* , refDir);
float4 c;
half3 specColor = lerp (half3(0.04, 0.04, 0.04) , mainTex.rgb , metallic);
//DisneyDiffuse(nv, nl, lh, roughness)
//c.rgb = DiffuseAndSpecularFromMetallic (mainTex.rgb, metallic, /\*out\*/ specColor);
//half lightFalloff = (nl \* 0.5 + 0.5);
//half3 diffColor = c.rgb \* lightFalloff;
half diffColor = DisneyDiffuse(nv, nl, lh, roughness)\* nl;
fixed spec = BRDFspec(roughness, nl, nv , nh , specColor);
half mip = roughness \* ;
half3 rgbm = DecodeHDR(texCUBElod(\_Cube, float4(refDir,mip)), \_Cube\_HDR);
fixed3 refColor = EnvBRDFMobile(specColor, roughness, nv) \* rgbm;
refColor = ACESToneMapping(refColor , \_Exposure);
refColor += refColor \* metallic;
fixed emimask = tex2D(\_EmissiveMap, i.uv).r;
fixed3 Emissive = emimask \* \_EmissiveColor.rgb \* \_EmissiveIntensity;
//c.rgb = (refColor + (spec + diffColor) \* \_DLightColor \* \_DLightIntensity) + Emissive;
float3 \_Rim = pow(1.0 - max(, dot(wn, viewDir)), \_RimArea)\*\_RimColor.rgb\*\_RimPower;
c.rgb = (UNITY\_LIGHTMODEL\_AMBIENT.xyz+(0.3+0.7\*nl)\*LIGHT\_ATTENUATION(i) \* \_LightColor.xyz)\*mainTex.rgb\*(-metallic)+ (refColor + (spec+ diffColor\*mainTex.rgb) \* metallic\*\_LightColor \* \_LightIntensity) + Emissive + \_Rim;
c.a=;
return c;
}
ENDCG
CGINCLUDE
#include "UnityCG.cginc"
inline half Pow5 (half x)
{
return x\*x \* x\*x \* x;
}
inline half DisneyDiffuse(half NdotV, half NdotL, half LdotH, half perceptualRoughness)
{
half fd90 = 0.5 + \* LdotH \* LdotH \* perceptualRoughness;
// Two schlick fresnel term
half lightScatter = ( + (fd90 - ) \* Pow5( - NdotL));
half viewScatter = ( + (fd90 - ) \* Pow5( - NdotV));
return lightScatter \* viewScatter;
}
inline half3 calculateWorldNormal(half3 normal, half4 tangent, fixed3 texnormal, half normalScale)
{
normal = normalize(normal);
tangent = normalize(tangent);
half3 binormal = cross(normal,tangent.xyz) \* tangent.w;
half3x3 TBN = half3x3(tangent.xyz, binormal, normal);
texnormal.xy \*= normalScale;
half3 normalL = texnormal.x \* TBN\[\] +
texnormal.y \* TBN\[\] +
texnormal.z \* TBN\[\];
half3 normalW = UnityObjectToWorldNormal(normalL);
return normalize(normalW);
}
inline half RoughnessToSpecPower (fixed roughness, out fixed realRoughness)
{
realRoughness = max(.01h, roughness \* roughness); // m is the true academic roughness.
half n = (2.0 / (realRoughness \* realRoughness)) - 2.0; // https://dl.dropboxusercontent.com/u/55891920/papers/mm\_brdf.pdf
// prevent possible cases of pow(0,0), which could happen when roughness is 1.0 and NdotH is zero
return n;
}
inline fixed3 FresnelLerpFast (fixed3 F0, fixed3 F90, half cosA)
{
cosA = - cosA;
half fresnel = cosA \* cosA \* cosA \* cosA;
return lerp (F0, F90, fresnel);
}
inline half3 DiffuseAndSpecularFromMetallic (half3 albedo, half metallic, out half3 specColor)
{
specColor = lerp (half3(0.04, 0.04, 0.04) , albedo , metallic);
half oneMinusDielectricSpec = - 0.04;
half o = oneMinusDielectricSpec - metallic \* oneMinusDielectricSpec;
return albedo \* o;
}
inline half3 EnvRotate (half Degrees, half3 refDir)
{
half rot = Degrees / .296h;
half sinrot, cosrot;
sincos(rot, sinrot, cosrot);
half2x2 m = half2x2(cosrot, -sinrot, sinrot, cosrot);
refDir.xz = mul(m, refDir.xz);
refDir = normalize(refDir);
return refDir;
}
//微表面BRDF公式
// D(h) F(v,h) G(l,v,h)
//f(l,v) = ---------------------------
// 4(n·l)(n·v)
//这个是GGX
// alpha^2
//D(h) = -----------------------------------
// pi\*((n·h)^2 \*(alpha^2-1)+1)^2
//alpha = roughness^2
//G(l,v,h) smith-Schlick
// 1
//G(l,v,h) = --------------------------------------------------
// (nl\*(1-k)+k)\*(nv\*(1-k)+k)
//
// k = (a^2 +1) \* (a^2 +1)/8; 抄ue4
// k = roughness^2 //u3d
//f(l,v)=F(v,h)G(l,n,v)D(h)/4(nl)(nv)
//F(I,h) schlick菲涅尔近似等式
//F(I,h) = F0+(1-F0)(1-nl)^5
//F0高光反射颜色
inline half BRDFspec(half roughness, half nl , half nv , half nh, half3 specColor )
{
half a2 = roughness\*roughness\*roughness\*roughness;
half d = nh\*nh\*(a2-)+;
half D = UNITY\_INV\_PI\*a2/(d\*d);
half k = (a2+)\*(a2+)/;
half G = /((nl\*(-k)+k)\*(nv\*(-k)+k));
half F = specColor+(-specColor)\*Pow5(-nl);
return F\*max( , D\*G\*nl/(\*nl\*nv));
}
inline half3 EnvBRDFMobile( half3 SpecularColor, half Roughness, half NoV )
{
const half4 c0 = { -, -0.0275, -0.572, 0.022 };
const half4 c1 = { , 0.0425, 1.04, -0.04 };
half4 r = Roughness \* c0 + c1;
half a004 = min( r.x \* r.x, exp2( -9.28 \* NoV ) ) \* r.x + r.y;
half2 AB = half2( -1.04, 1.04 ) \* a004 + r.zw;
return (SpecularColor \* AB.x + AB.y);
}
inline half3 ACESToneMapping(float3 color, float adapted\_lum)
{
const half A = 2.51;
const half B = 0.03;
const half C = 2.43;
const half D = 0.59;
const half E = 0.14;
color \*= adapted\_lum;
return (color \* (A \* color + B)) / (color \* (C \* color + D) + E);
}
ENDCG
}
}
}
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