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_NorMal("NorMal",2D)="bump"{} + _Ao ("Ao", 2D) = "white" {} + _R("R",range(0.001,1))=0.5 + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass + { + Cull Off + Stencil + { + ref 2 + Comp Always + Pass Replace + } + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + //#pragma multi_compile_fog + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影 + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影 + #pragma multi_compile _ _SHADOWS_SOFT //软阴影 + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + //#pragma multi_compile _ _SPECULAR_SETUP + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Assets/Environment/Shaders/PHColor.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include 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_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 ,float 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 + + diff --git a/Assets/Environment/Shaders/PHColor.hlsl.meta b/Assets/Environment/Shaders/PHColor.hlsl.meta new file mode 100644 index 00000000..091505fd --- /dev/null +++ b/Assets/Environment/Shaders/PHColor.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a261046eb4a6f714498c21438987d9d2 +ShaderIncludeImporter: + externalObjects: {} + userData: + 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