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8
Assets/Render/Environment.meta
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8
Assets/Render/Environment/Shaders.meta
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183
Assets/Render/Environment/Shaders/PHColor.hlsl
Normal file
@ -0,0 +1,183 @@
|
|||||||
|
#ifndef UNITY_PBRTool
|
||||||
|
#define UNITY_PBRTool
|
||||||
|
|
||||||
|
#define UNITY_PI 3.14159265359f
|
||||||
|
#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
|
||||||
|
|
||||||
|
|
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|
|
||||||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //开启接受阴影
|
||||||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE//使用TransformWorldToShadowCoord
|
||||||
|
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS//使用AdditionalLightRealtimeShadow计算add光源阴影
|
||||||
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//精度?不确定
|
||||||
|
#pragma multi_compile _ _SHADOWS_SOFT
|
||||||
|
//世界空间下的各个方向数据,且都归一化
|
||||||
|
struct WDirData
|
||||||
|
{
|
||||||
|
float3 ViewDir;
|
||||||
|
float3 LightDir;
|
||||||
|
float3 HDir;
|
||||||
|
float3 NDir;
|
||||||
|
float NdV;
|
||||||
|
float NdH;
|
||||||
|
float NdL;
|
||||||
|
};
|
||||||
|
|
||||||
|
WDirData GetDirData(float3 wpos,float3 wnormal)
|
||||||
|
{
|
||||||
|
WDirData w;
|
||||||
|
w.LightDir=normalize(_MainLightPosition.xyz);
|
||||||
|
w.NDir=wnormal;
|
||||||
|
w.ViewDir=normalize(_WorldSpaceCameraPos.xyz-wpos.xyz);
|
||||||
|
w.HDir=normalize(w.LightDir+w.ViewDir);
|
||||||
|
w.NdL=saturate(dot(w.NDir,w.LightDir));
|
||||||
|
w.NdH=saturate(dot(w.NDir,w.HDir));
|
||||||
|
w.NdV=saturate(dot(w.NDir,w.ViewDir));
|
||||||
|
}
|
||||||
|
//绕轴旋转,这个轴指物体坐标系下
|
||||||
|
float3 RotateAboutAxis_Radians(float3 In, float3 Axis, float Rotation)
|
||||||
|
{
|
||||||
|
float s = sin(Rotation);
|
||||||
|
float c = cos(Rotation);
|
||||||
|
float one_minus_c = 1.0 - c;
|
||||||
|
|
||||||
|
Axis = normalize(Axis);
|
||||||
|
float3x3 rot_mat =
|
||||||
|
{ one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s,
|
||||||
|
one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s,
|
||||||
|
one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c
|
||||||
|
};
|
||||||
|
return mul(rot_mat, In);
|
||||||
|
}
|
||||||
|
//CatmullRom曲线拟合,曲线会经过所有给定的点,需要多创建头尾各一个点,得到p1和p2之间拟合的点
|
||||||
|
float3 CatmullRomPoint(float3 p0, float3 p1, float3 p2, float3 p3, float t)
|
||||||
|
{
|
||||||
|
return p1 + (0.5f * (p2 - p0) * t) + 0.5f * (2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
|
||||||
|
0.5f * (-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t;
|
||||||
|
}
|
||||||
|
//重映射,把t1~t2范围映射到s1~s2
|
||||||
|
float Remap(float x, float t1, float t2, float s1, float s2)
|
||||||
|
{
|
||||||
|
return (s2 - s1) / (t2 - t1) * (x - t1) + s1;
|
||||||
|
}
|
||||||
|
//菲尼尔
|
||||||
|
float Fresnel(WDirData dir_data,float pValue,float sValue)
|
||||||
|
{
|
||||||
|
float f=max(dot(dir_data.NDir,dir_data.ViewDir),0);
|
||||||
|
return pow(1-f,pValue)*sValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
//获取F0
|
||||||
|
float3 GetF0(float3 albedo,float Metallic)
|
||||||
|
{
|
||||||
|
return lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, Metallic);
|
||||||
|
}
|
||||||
|
/* 【D项法线分部函数】公式:
|
||||||
|
* α * α
|
||||||
|
* D = -----------------------------------------------
|
||||||
|
* π* (pow((pow(nh, 2) * (α * α - 1) + 1), 2))
|
||||||
|
*/
|
||||||
|
float D_(float nh,float roughness)
|
||||||
|
{
|
||||||
|
float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);
|
||||||
|
// D值是高光亮斑效果的来源。
|
||||||
|
float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI);
|
||||||
|
return D;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 【G项几何遮蔽】公式:
|
||||||
|
* dot(n, l) dot(n, v)
|
||||||
|
* G = --------------------- * ---------------------
|
||||||
|
* lerp(dot(n, l), 1, k) lerp(dot(n, v), 1, k)
|
||||||
|
*
|
||||||
|
* pow((α + 1), 2)
|
||||||
|
* k = ----------------
|
||||||
|
* 8
|
||||||
|
*/
|
||||||
|
float G_(float nl,float nv,float roughness)
|
||||||
|
{
|
||||||
|
float kInDirectLight = pow(roughness + 1, 2) / 8;// 直接光的 k 系数
|
||||||
|
float GLeft = nl / lerp(nl, 1, kInDirectLight);
|
||||||
|
float GRight = nv / lerp(nv, 1, kInDirectLight);
|
||||||
|
float G = GLeft * GRight;
|
||||||
|
return G;
|
||||||
|
}
|
||||||
|
inline half Pow5 (half x)
|
||||||
|
{
|
||||||
|
return x*x * x*x * x;
|
||||||
|
}
|
||||||
|
inline half3 FresnelLerp (half3 F0, half3 F90, half cosA)
|
||||||
|
{
|
||||||
|
half t = Pow5 (1 - cosA); // ala Schlick interpoliation
|
||||||
|
return lerp (F0, F90, t);
|
||||||
|
}
|
||||||
|
//PBR间接光的菲尼尔
|
||||||
|
float3 IndirectFresnel(float nv, float3 F0, float roughness)
|
||||||
|
{
|
||||||
|
return F0 + (max(float3(1.0 - roughness, 1.0 - roughness, 1.0 - roughness), F0) - F0) * pow(1.0 - nv, 5.0);
|
||||||
|
}
|
||||||
|
//PBR直接光的菲尼尔
|
||||||
|
float3 DirectFresnel(float3 F0,float vh)
|
||||||
|
{
|
||||||
|
//因为要在微观计算所以这里的法线要使用D项计算后的H作为法线
|
||||||
|
return F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh);
|
||||||
|
}
|
||||||
|
//float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic);
|
||||||
|
//直接光高光
|
||||||
|
float3 DirectSpecular(float3 F0,float3 lightColor,float roughness,float vh ,float nv,float nl,float nh)
|
||||||
|
{
|
||||||
|
float3 F =DirectFresnel(F0,vh);
|
||||||
|
float D=D_(nh,roughness);
|
||||||
|
float G=G_(nl,nv,roughness);
|
||||||
|
float3 specularResult = (D * G * F * 0.25) / (nv * nl);
|
||||||
|
//高光也要乘上ndl防止背面漏光同时更加物理
|
||||||
|
float3 specColor = specularResult * lightColor * nl * UNITY_PI;
|
||||||
|
return specColor;
|
||||||
|
}
|
||||||
|
//直接光漫反射
|
||||||
|
float3 DirectDiff(float3 Albedo,float3 lightColor,float _Metallic,float F ,float3 nl)
|
||||||
|
{
|
||||||
|
float kd = (1.0 - F) * (1.0 - _Metallic);
|
||||||
|
return kd*Albedo * lightColor * nl;
|
||||||
|
}
|
||||||
|
//间接光高光
|
||||||
|
float3 IndirectSpecular(float perceptualRoughness,float3 viewDirWS,float3 normalWS,float roughness,float _Smoothness,float3 F0,float nv,float _Metallic)
|
||||||
|
{
|
||||||
|
|
||||||
|
float mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
|
||||||
|
// 计算 cube的反射方向。
|
||||||
|
float3 reflectVec = reflect(-viewDirWS, normalWS);
|
||||||
|
// 计算 cube 的 mip 等级。
|
||||||
|
half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS;
|
||||||
|
// 采样纹理数据
|
||||||
|
half4 rgbm = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0,samplerunity_SpecCube0,reflectVec, mip);
|
||||||
|
float3 iblSpecular = DecodeHDREnvironment(rgbm, unity_SpecCube0_HDR);
|
||||||
|
//越粗糙间接高光越小
|
||||||
|
float surfaceReduction = 1.0 / (roughness * roughness + 1.0); //Liner空间
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
float oneMinusReflectivity = unity_ColorSpaceDielectricSpec.a-_Metallic*unity_ColorSpaceDielectricSpec.a;
|
||||||
|
float grazingTerm = saturate(_Smoothness + (1-oneMinusReflectivity));
|
||||||
|
|
||||||
|
return iblSpecular * surfaceReduction * FresnelLerp(0, grazingTerm, nv);
|
||||||
|
}
|
||||||
|
//间接光漫反射
|
||||||
|
float3 IndirectDiff(float3 normalWS ,float3 Albedo,float nv,float3 F0,float roughness,float _Metallic)
|
||||||
|
{
|
||||||
|
half3 ambient_contrib = SampleSH(float4(normalWS, 1));
|
||||||
|
float3 ambient = 0.3 * Albedo;// 随便乘个暗的系数
|
||||||
|
// 环境光漫反射
|
||||||
|
float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
|
||||||
|
|
||||||
|
float3 Flast = IndirectFresnel(max(nv, 0.0), F0, roughness);
|
||||||
|
// Flast 和 金属度,计算间接光的漫反射系数 kd 值。
|
||||||
|
float kdLast = (1 - Flast) * (1 - _Metallic);
|
||||||
|
return iblDiffuse * kdLast * Albedo;//+Flast*0.1;// 间接光漫反射
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
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m_CompAOExponentDirect: 0.3
|
m_CompAOExponentDirect: 0.3
|
||||||
m_ExtractAO: 0
|
m_ExtractAO: 0
|
||||||
m_MixedBakeMode: 0
|
m_MixedBakeMode: 2
|
||||||
m_LightmapsBakeMode: 1
|
m_LightmapsBakeMode: 1
|
||||||
m_FilterMode: 1
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m_FilterMode: 1
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m_LightmapParameters: {fileID: 0}
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m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0}
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m_ExportTrainingData: 0
|
m_ExportTrainingData: 0
|
||||||
m_TrainingDataDestination: TrainingData
|
m_TrainingDataDestination: TrainingData
|
||||||
m_RealtimeResolution: 2
|
m_RealtimeResolution: 2
|
||||||
@ -38,16 +38,16 @@ LightingSettings:
|
|||||||
m_FinalGather: 0
|
m_FinalGather: 0
|
||||||
m_FinalGatherRayCount: 256
|
m_FinalGatherRayCount: 256
|
||||||
m_FinalGatherFiltering: 1
|
m_FinalGatherFiltering: 1
|
||||||
m_PVRCulling: 1
|
m_PVRCulling: 0
|
||||||
m_PVRSampling: 1
|
m_PVRSampling: 1
|
||||||
m_PVRDirectSampleCount: 32
|
m_PVRDirectSampleCount: 256
|
||||||
m_PVRSampleCount: 256
|
m_PVRSampleCount: 512
|
||||||
m_PVREnvironmentSampleCount: 256
|
m_PVREnvironmentSampleCount: 256
|
||||||
m_PVREnvironmentReferencePointCount: 2048
|
m_PVREnvironmentReferencePointCount: 2048
|
||||||
m_LightProbeSampleCountMultiplier: 4
|
m_LightProbeSampleCountMultiplier: 4
|
||||||
m_PVRBounces: 2
|
m_PVRBounces: 8
|
||||||
m_PVRRussianRouletteStartBounce: 2
|
m_PVRMinBounces: 2
|
||||||
m_PVREnvironmentMIS: 0
|
m_PVREnvironmentImportanceSampling: 0
|
||||||
m_PVRFilteringMode: 1
|
m_PVRFilteringMode: 1
|
||||||
m_PVRDenoiserTypeDirect: 0
|
m_PVRDenoiserTypeDirect: 0
|
||||||
m_PVRDenoiserTypeIndirect: 0
|
m_PVRDenoiserTypeIndirect: 0
|
||||||
@ -61,3 +61,6 @@ LightingSettings:
|
|||||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.548
|
m_PVRFilteringAtrousPositionSigmaDirect: 0.548
|
||||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
||||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
m_PVRFilteringAtrousPositionSigmaAO: 1
|
||||||
|
m_PVRTiledBaking: 0
|
||||||
|
m_NumRaysToShootPerTexel: -1
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|
m_RespectSceneVisibilityWhenBakingGI: 0
|
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@ -17,7 +17,7 @@ MonoBehaviour:
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m_OverrideState: 0
|
m_OverrideState: 0
|
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m_Value: 1
|
m_Value: 1
|
||||||
threshold:
|
threshold:
|
||||||
m_OverrideState: 0
|
m_OverrideState: 1
|
||||||
m_Value: 0.9
|
m_Value: 0.9
|
||||||
intensity:
|
intensity:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
@ -62,6 +62,7 @@ MonoBehaviour:
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components:
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components:
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- {fileID: 1881579288749618558}
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- {fileID: 1881579288749618558}
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- {fileID: -32820517437979890}
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- {fileID: -32820517437979890}
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- {fileID: 7595524040338917246}
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--- !u!114 &1881579288749618558
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--- !u!114 &1881579288749618558
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 3
|
m_ObjectHideFlags: 3
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@ -77,7 +78,7 @@ MonoBehaviour:
|
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active: 1
|
active: 1
|
||||||
mode:
|
mode:
|
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m_OverrideState: 1
|
m_OverrideState: 1
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m_Value: 1
|
m_Value: 2
|
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neutralHDRRangeReductionMode:
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neutralHDRRangeReductionMode:
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m_OverrideState: 0
|
m_OverrideState: 0
|
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m_Value: 2
|
m_Value: 2
|
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@ -102,3 +103,31 @@ MonoBehaviour:
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maxNits:
|
maxNits:
|
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m_OverrideState: 0
|
m_OverrideState: 0
|
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m_Value: 1000
|
m_Value: 1000
|
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|
--- !u!114 &7595524040338917246
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|
MonoBehaviour:
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m_ObjectHideFlags: 3
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 66f335fb1ffd8684294ad653bf1c7564, type: 3}
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|
m_Name: ColorAdjustments
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m_EditorClassIdentifier:
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active: 1
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postExposure:
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m_OverrideState: 1
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m_Value: 1
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contrast:
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m_OverrideState: 1
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m_Value: -10
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|
colorFilter:
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|
m_OverrideState: 0
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|
m_Value: {r: 1, g: 1, b: 1, a: 1}
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hueShift:
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m_OverrideState: 0
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m_Value: 0
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saturation:
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|
m_OverrideState: 1
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|
m_Value: 20
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|
|||||||