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183
Assets/Render/Environment/Shaders/PHColor.hlsl
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#ifndef UNITY_PBRTool
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#define UNITY_PBRTool
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#define UNITY_PI 3.14159265359f
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#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"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //开启接受阴影
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE//使用TransformWorldToShadowCoord
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS//使用AdditionalLightRealtimeShadow计算add光源阴影
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//精度?不确定
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#pragma multi_compile _ _SHADOWS_SOFT
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//世界空间下的各个方向数据,且都归一化
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struct WDirData
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{
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float3 ViewDir;
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float3 LightDir;
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float3 HDir;
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float3 NDir;
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float NdV;
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float NdH;
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float NdL;
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};
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WDirData GetDirData(float3 wpos,float3 wnormal)
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{
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WDirData w;
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w.LightDir=normalize(_MainLightPosition.xyz);
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w.NDir=wnormal;
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w.ViewDir=normalize(_WorldSpaceCameraPos.xyz-wpos.xyz);
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w.HDir=normalize(w.LightDir+w.ViewDir);
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w.NdL=saturate(dot(w.NDir,w.LightDir));
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w.NdH=saturate(dot(w.NDir,w.HDir));
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w.NdV=saturate(dot(w.NDir,w.ViewDir));
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}
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//绕轴旋转,这个轴指物体坐标系下
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float3 RotateAboutAxis_Radians(float3 In, float3 Axis, float Rotation)
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{
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float s = sin(Rotation);
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float c = cos(Rotation);
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float one_minus_c = 1.0 - c;
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Axis = normalize(Axis);
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float3x3 rot_mat =
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{ 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,
|
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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,
|
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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
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};
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return mul(rot_mat, In);
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}
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//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
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float3 CatmullRomPoint(float3 p0, float3 p1, float3 p2, float3 p3, float t)
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{
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return p1 + (0.5f * (p2 - p0) * t) + 0.5f * (2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
|
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0.5f * (-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t;
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}
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//重映射,把t1~t2范围映射到s1~s2
|
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float Remap(float x, float t1, float t2, float s1, float s2)
|
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{
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return (s2 - s1) / (t2 - t1) * (x - t1) + s1;
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}
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//菲尼尔
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float Fresnel(WDirData dir_data,float pValue,float sValue)
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{
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float f=max(dot(dir_data.NDir,dir_data.ViewDir),0);
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return pow(1-f,pValue)*sValue;
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}
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//获取F0
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float3 GetF0(float3 albedo,float Metallic)
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{
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return lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, Metallic);
|
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}
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/* 【D项法线分部函数】公式:
|
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* α * α
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* D = -----------------------------------------------
|
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* π* (pow((pow(nh, 2) * (α * α - 1) + 1), 2))
|
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*/
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float D_(float nh,float roughness)
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{
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float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);
|
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// D值是高光亮斑效果的来源。
|
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float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI);
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return D;
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}
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/* 【G项几何遮蔽】公式:
|
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* dot(n, l) dot(n, v)
|
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* G = --------------------- * ---------------------
|
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* lerp(dot(n, l), 1, k) lerp(dot(n, v), 1, k)
|
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*
|
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* pow((α + 1), 2)
|
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* k = ----------------
|
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* 8
|
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*/
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float G_(float nl,float nv,float roughness)
|
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{
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float kInDirectLight = pow(roughness + 1, 2) / 8;// 直接光的 k 系数
|
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float GLeft = nl / lerp(nl, 1, kInDirectLight);
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float GRight = nv / lerp(nv, 1, kInDirectLight);
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float G = GLeft * GRight;
|
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return G;
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}
|
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inline half Pow5 (half x)
|
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{
|
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return x*x * x*x * x;
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}
|
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inline half3 FresnelLerp (half3 F0, half3 F90, half cosA)
|
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{
|
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half t = Pow5 (1 - cosA); // ala Schlick interpoliation
|
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return lerp (F0, F90, t);
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}
|
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//PBR间接光的菲尼尔
|
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float3 IndirectFresnel(float nv, float3 F0, float roughness)
|
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{
|
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return F0 + (max(float3(1.0 - roughness, 1.0 - roughness, 1.0 - roughness), F0) - F0) * pow(1.0 - nv, 5.0);
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}
|
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//PBR直接光的菲尼尔
|
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float3 DirectFresnel(float3 F0,float vh)
|
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{
|
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//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
|
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return F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh);
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}
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//float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic);
|
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//直接光高光
|
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float3 DirectSpecular(float3 F0,float3 lightColor,float roughness,float vh ,float nv,float nl,float nh)
|
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{
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float3 F =DirectFresnel(F0,vh);
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float D=D_(nh,roughness);
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float G=G_(nl,nv,roughness);
|
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float3 specularResult = (D * G * F * 0.25) / (nv * nl);
|
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//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;
|
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return specColor;
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}
|
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//直接光漫反射
|
||||
float3 DirectDiff(float3 Albedo,float3 lightColor,float _Metallic,float F ,float3 nl)
|
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{
|
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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);
|
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// Flast 和 金属度,计算间接光的漫反射系数 kd 值。
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@ -7,29 +7,29 @@ LightingSettings:
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@ -38,16 +38,16 @@ LightingSettings:
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@ -61,3 +61,6 @@ LightingSettings:
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@ -77,7 +78,7 @@ MonoBehaviour:
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