标签:游戏开发 图形学 shader unity3d physically-based
根据前文的例子http://blog.csdn.net/wolf96/article/details/44172243(不弄超链接了审核太慢)弄一下真正的基于物理的渲染 inline fixed4 LightingOps(SurfaceOps s, fixed3 lightDir, fixed3 viewDir, fixed atten)
{
viewDir = normalize(viewDir);
lightDir = normalize(lightDir);
float3 H = normalize(lightDir + viewDir);
s.Normal = normalize(s.Normal);
float3 N = s.Normal;
float _SP = pow(8192, _GL);
float d = (_SP + 2) / (8 * PIE) * pow(dot(N, H), _SP);
// float f = _SC + (1 - _SC)*pow((1 - dot(H, lightDir)), 5);
float f = EnvironmentBRDF(_GL, dot(N, viewDir), _R0F);
float k = 2 / sqrt(PIE * (_SP + 2));
float v = 1 / ((dot(N, lightDir)*(1 - k) + k)*(dot(N, viewDir)*(1 - k) + k));
float spec = d*f*v;
float4 c = float4(s.Albedo, 1);
c.rgb += (_SC + (1.0 - _SC) * s.DeferredFresnel) * spec;//* light.rgb;
c += spec*_SC;
c.a = s.Alpha;
return c;
} void surf(Input IN, inout SurfaceOps o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;
o.Emission = texCUBElod(_Cubemap, float4(IN.worldRefl, _nMips - _GL*_nMips)).rgb * _ReflAmount;
float cosT = dot(IN.viewDir, IN.worldNormal);
// c = (1 - spec)* c;
float F = EnvironmentBRDF(_GL, dot(IN.worldNormal, IN.viewDir), _R0F);
o.DeferredFresnel = F;
o.Albedo = c.rgb;
o.Alpha = c.a;
}Shader "Custom/surface_cube_new ops" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_MainTint("Diffuse Color", Color) = (1, 1, 1, 1)
_Cubemap("CubeMap", CUBE) = ""{}
_ReflAmount("Reflection Amount", Range(0.01, 1)) = 0.5
_SC("Specular Color", Color) = (1, 1, 1, 1)
_GL("gloss", Range(0, 1)) = 0.5
_R0F("R0F", Range(0, 1)) = 0.5
_nMips("nMipsF", Range(0, 5)) = 0.5
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf Ops noambient
#pragma glsl
#pragma target 3.0
sampler2D _MainTex;
samplerCUBE _Cubemap;
float4 _MainTint;
float _ReflAmount;
float4 _SC;
float _nMips;
float _GL;
float _R0F;
struct SurfaceOps
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
fixed3 Specular;
fixed Gloss;
fixed Alpha;
half DeferredFresnel;
};
struct Input
{
float2 uv_MainTex;
float3 worldPos;
float3 viewDir;
float3 worldNormal;
float3 worldRefl;////worldRefl:即为世界空间的反射向量///内置的worldRefl 来做立方图反射(cubemap reflection)
};
#define PIE 3.1415926535
#define E 2.71828
float3 EnvironmentBRDF(float g, float NoV, float3 rf0)
{
float4 t = float4(1 / 0.96, 0.475, (0.0275 - 0.25 * 0.04) / 0.96, 0.25);
t *= float4(g, g, g, g);
t += float4(0, 0, (0.015 - 0.75 * 0.04) / 0.96, 0.75);
float a0 = t.x * min(t.y, exp2(-9.28 * NoV)) + t.z;
float a1 = t.w;
return saturate(a0 + rf0 * (a1 - a0));
}
inline fixed4 LightingOps(SurfaceOps s, fixed3 lightDir, fixed3 viewDir, fixed atten)
{
viewDir = normalize(viewDir);
lightDir = normalize(lightDir);
float3 H = normalize(lightDir + viewDir);
s.Normal = normalize(s.Normal);
float3 N = s.Normal;
float _SP = pow(8192, _GL);
float d = (_SP + 2) / (8 * PIE) * pow(dot(N, H), _SP);
// float f = _SC + (1 - _SC)*pow((1 - dot(H, lightDir)), 5);
float f = EnvironmentBRDF(_GL, dot(N, viewDir), _R0F);
float k = 2 / sqrt(PIE * (_SP + 2));
float v = 1 / ((dot(N, lightDir)*(1 - k) + k)*(dot(N, viewDir)*(1 - k) + k));
float spec = d*f*v;
float4 c = float4(s.Albedo, 1);
c.rgb += (_SC + (1.0 - _SC) * s.DeferredFresnel) * spec;//* light.rgb;
c += spec*_SC;
c.a = s.Alpha;
return c;
}
void surf(Input IN, inout SurfaceOps o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;
o.Emission = texCUBElod(_Cubemap, float4(IN.worldRefl, _nMips - _GL*_nMips)).rgb * _ReflAmount;
float cosT = dot(IN.viewDir, IN.worldNormal);
// c = (1 - spec)* c;
float F = EnvironmentBRDF(_GL, dot(IN.worldNormal, IN.viewDir), _R0F);
o.DeferredFresnel = F;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}Unity3d 基于物理渲染Physically-Based Rendering之实现
标签:游戏开发 图形学 shader unity3d physically-based
原文地址:http://blog.csdn.net/wolf96/article/details/44193883