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本系列文章由@浅墨_毛星云 出品,转载请注明出处。
依然是附上一组本文配套工程的运行截图之后,便开始我们的正文。
傍晚的野外(原始场景):
二、续Standard Shader中正向基础渲染通道源码分析
此部分接上文《【浅墨Unity3D Shader编程】之十 深入理解Unity5中的Standard Shader(二)&屏幕油画特效的实现》的第二部分“Standard Shader中正向基础渲染通道源码分析“。
上文中分析了Standard Shader中正向基础渲染通道的源码,刚好分析完了顶点着色函数vertForwardBase,本文中将对片段着色函数fragForwardBase 进行说明。分析完之后,也就结束了这一系列长得稍微有些离谱的Standard Shader正向基础渲染通道的源码分析。OK,开始吧,先上注释好的片段着色函数fragForwardBase的代码,位于UnityStandardCore.cginc中:
- //----------------------------------------【fragForwardBase函数】-------------------------------------------
- // 用途:正向渲染基础通道的片段着色函数
- // 输入:VertexOutputForwardBase结构体
- // 输出:一个half4类型的颜色值
- //------------------------------------------------------------------------------------------------------------------
- half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target
- {
- //定义并初始化类型为FragmentCommonData的变量s
- FRAGMENT_SETUP(s)
- //若定义了UNITY_OPTIMIZE_TEXCUBELOD,则由输入的顶点参数来设置反射光方向向量
- #if UNITY_OPTIMIZE_TEXCUBELOD
- s.reflUVW = i.reflUVW;
- #endif
-
- //设置主光照
- UnityLight mainLight = MainLight (s.normalWorld);
-
- //设置阴影的衰减系数
- half atten = SHADOW_ATTENUATION(i);
-
- //计算全局光照
- half occlusion = Occlusion(i.tex.xy);
- UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
-
- //加上BRDF-基于物理的光照
- half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
- //加上BRDF-全局光照
- c.rgb += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, occlusion, gi);
- //加上自发光
- c.rgb += Emission(i.tex.xy);
-
- //设置雾效
- UNITY_APPLY_FOG(i.fogCoord, c.rgb);
-
- //返回最终的颜色
- return OutputForward (c, s.alpha);
- }
依然是老规矩,把上面代码中新接触到的相关内容进行下分条讲解。
- #define FRAGMENT_SETUP(x) FragmentCommonData x = \
- FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndParallax, IN_WORLDPOS(i));
FragmentCommonData x =FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndParallax, IN_WORLDPOS(i));
其中FragmentSetup函数也定义于UnityStandardCore.cginc头文件中,用于填充一个FragmentCommonData结构体并于返回值中返回,也就是进行片段函数相关参数的初始化,相关代码如下:
- //函数FragmentSetup:填充一个FragmentCommonData结构体并于返回值中返回,进行片段函数相关参数的初始化
- inline FragmentCommonData FragmentSetup (float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[3], half3 i_posWorld)
- {
- i_tex = Parallax(i_tex, i_viewDirForParallax);
-
- half alpha = Alpha(i_tex.xy);
- #if defined(_ALPHATEST_ON)
- clip (alpha - _Cutoff);
- #endif
-
- FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
- o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
- o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
- o.posWorld = i_posWorld;
-
- // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
- o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
- return o;
- }
其中的FragmentCommonData结构体也是定义于UnityStandardCore.cginc头文件中:
- //FragmentCommonData结构体:存放片段着色常用变量
- struct FragmentCommonData
- {
- half3 diffColor, specColor;//漫反射颜色;镜面反射颜色
- // Note: oneMinusRoughness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level.
- // Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.
- half oneMinusReflectivity, oneMinusRoughness;//1减去反射率;1减去粗糙度
- half3 normalWorld, eyeVec, posWorld;//世界空间中的法线向量坐标;视角向量坐标;在世界坐标中的位置坐标
- half alpha;//透明度
-
- #if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE
- half3 reflUVW;//反射率的UVW
- #endif
-
- #if UNITY_STANDARD_SIMPLE
- half3 tangentSpaceNormal;//切线空间中的法线向量
- #endif
- };
2. MainLight函数
MainLight函数定义于UnityStandardCore.cginc头文件中,用途是实例化一个UnityLight结构体对象,并进行相应的填充,其返回值作为主光源。相关代码如下:
- // 用途:该函数为主光照函数
- // 说明:实例化一个UnityLight结构体对象,并进行相应的填充
- /*
- //注:UnityLight结构体定义于UnityLightingCommon.cginc文件中,原型如下:
- struct UnityLight
- {
- half3 color;
- half3 dir;
- half ndotl;
- };
- */
-
- //------------------------------------【函数3】MainLight函数-----------------------------------------
- // 用途:该函数为主光照函数
- // 说明:实例化一个UnityLight结构体对象,并进行相应的填充
- //---------------------------------------------------------------------------------------------------------
- UnityLight MainLight (half3 normalWorld)
- {
- //【1】实例化一个UnityLight的对象
- UnityLight l;
-
- //【2】填充UnityLight的各个参数
- //若光照贴图选项为关,使用Unity内置变量赋值
- #ifdef LIGHTMAP_OFF
- //获取光源的颜色
- l.color = _LightColor0.rgb;
- //获取光源的方向
- l.dir = _WorldSpaceLightPos0.xyz;
- //获取法线与光源方向的点乘的积
- l.ndotl = LambertTerm (normalWorld, l.dir);
-
- //光照贴图选项为开,将各项值设为0
- #else
- l.color = half3(0.f, 0.f, 0.f);
- l.ndotl = 0.f;
- l.dir = half3(0.f, 0.f, 0.f);
- #endif
-
- //返回赋值完成的UnityLight结构体对象
- return l;
- }
3. SHADOW_ATTENUATION宏
SHADOW_ATTENUATION宏相关的代码位于AutoLight.cginc头文件中,用于实现阴影渲染相关的辅助工作,代码如下:
- // ----------------
- // 阴影相关工具代码 || Shadow helpers
- // ----------------
-
- // ---- 屏幕空间阴影 || Screen space shadows
- #if defined (SHADOWS_SCREEN)
- ……
- #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord)
- #endif
-
-
- // ----聚光灯光源阴影 || Spot light shadows
- #if defined (SHADOWS_DEPTH) && defined (SPOT)
- #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1;
- #define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_World2Shadow[0], mul(_Object2World,v.vertex));
- #define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord)
- #endif
-
-
- // ----点光源阴影 || Point light shadows
- #if defined (SHADOWS_CUBE)
- #define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1;
- #define TRANSFER_SHADOW(a) a._ShadowCoord = mul(_Object2World, v.vertex).xyz - _LightPositionRange.xyz;
- #define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord)
- #endif
-
- // ---- 关闭阴影 || Shadows off
- #if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE)
- #define SHADOW_COORDS(idx1)
- #define TRANSFER_SHADOW(a)
- #define SHADOW_ATTENUATION(a) 1.0
- #endif
可以发现,SHADOW_ATTENUATION(a)宏除了在关闭阴影的状态是等于1以外,其他几种情况都是等价于UnitySampleShadowmap(a._ShadowCoord)函数的调用。而这里的UnitySampleShadowmap函数,定于于UnityShadowLibrary.cginc函数中。实现代码如下。
- //------------------------------【UnitySampleShadowmap函数】---------------------------------
- // 用途:采样阴影贴图,得到阴影衰减值
- // 输入参数: float3型的阴影向量坐标vec
- // 返回值:阴影衰减值
- //-------------------------------------------------------------------------------------------------------
- inline half UnitySampleShadowmap (float3 vec)
- {
- float mydist = length(vec) * _LightPositionRange.w;
- mydist *= 0.97; // bias
-
- #if defined (SHADOWS_SOFT)
- float z = 1.0/128.0;
- float4 shadowVals;
- shadowVals.x = SampleCubeDistance (vec+float3( z, z, z));
- shadowVals.y = SampleCubeDistance (vec+float3(-z,-z, z));
- shadowVals.z = SampleCubeDistance (vec+float3(-z, z,-z));
- shadowVals.w = SampleCubeDistance (vec+float3( z,-z,-z));
- half4 shadows = (shadowVals < mydist.xxxx) ? _LightShadowData.rrrr : 1.0f;
- return dot(shadows,0.25);
- #else
- float dist = SampleCubeDistance (vec);
- return dist < mydist ? _LightShadowData.r : 1.0;
- #endif
- }
4. Occlusion函数
Occlusion函数用于进行全局光照的第一步。其输入参数为一个float2型的纹理坐标,而其half型的返回值将作为FragmentGI函数的一个输入参数。Occlusion函数的原型如下:
- half Occlusion(float2 uv)
- {
- #if (SHADER_TARGET < 30)
- // SM20: instruction count limitation
- // SM20: simpler occlusion
- return tex2D(_OcclusionMap, uv).g;
- #else
- half occ = tex2D(_OcclusionMap, uv).g;
- return LerpOneTo (occ, _OcclusionStrength);
- #endif
- }
其中的LerpOneTo函数很简单,用于线性插值,输入两个值b和t,返回1+(b-1)*t,具体定义如下:
- half LerpOneTo(half b, half t)
- {
- half oneMinusT = 1 - t;
- return oneMinusT + b * t;
- }
UnityGI结构体是Unity中存放全局光照光源信息的结构体,定义于UnityLightingCommon.cginc头文件中,如下。
- //全局光照结构体
- struct UnityGI
- {
- UnityLight light;//定义第一个光源参数结构体,表示第一个光源
- //若定义了DIRLIGHTMAP_SEPARATE(单独的方向光源光照贴图)
- #ifdef DIRLIGHTMAP_SEPARATE
- //若定义了LIGHTMAP_ON(打开光照贴图)
- #ifdef LIGHTMAP_ON
- UnityLight light2;//定义第二个光源参数结构体,表示第二个光源
- #endif
- //若定义了DYNAMICLIGHTMAP_ON(打开动态光照贴图)
- #ifdef DYNAMICLIGHTMAP_ON
- UnityLight light3;//定义第三个光源参数结构体,表示第三个光源
- #endif
- #endif
- UnityIndirect indirect;//Unity中间接光源参数的结构体
- };
其中包含了UnityLight结构体和UnityIndirect结构体,其中UnityLight结构体是Unity Shader中最基本的光照结构体,而UnityIndirect是Unity中存放间接光源信息的结构体。它们两者也定义于UnityLightingCommon.cginc头文件中,代码如下。
- //Unity中光源参数的结构体
- struct UnityLight
- {
- half3 color;//光源颜色
- half3 dir;//光源方向
- half ndotl; //入射光方向和当前表面法线方向的点积
- };
-
- //Unity中间接光源参数的结构体
- struct UnityIndirect
- {
- half3 diffuse;//漫反射颜色
- half3 specular;//镜面反射颜色
- };
FragmentGI函数是片段着色部分全局光照的处理函数,定义于UnityStandardCore.cginc头文件中。相关代码如下:
- //函数:片段着色部分全局光照的处理函数
- inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections)
- {
- //【1】实例化一个UnityGIInput的对象
- UnityGIInput d;
- //【2】填充此UnityGIInput对象的各个值
- d.light = light;
- d.worldPos = s.posWorld;
- d.worldViewDir = -s.eyeVec;
- d.atten = atten;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- d.ambient = 0;
- d.lightmapUV = i_ambientOrLightmapUV;
- #else
- d.ambient = i_ambientOrLightmapUV.rgb;
- d.lightmapUV = 0;
- #endif
- d.boxMax[0] = unity_SpecCube0_BoxMax;
- d.boxMin[0] = unity_SpecCube0_BoxMin;
- d.probePosition[0] = unity_SpecCube0_ProbePosition;
- d.probeHDR[0] = unity_SpecCube0_HDR;
-
- d.boxMax[1] = unity_SpecCube1_BoxMax;
- d.boxMin[1] = unity_SpecCube1_BoxMin;
- d.probePosition[1] = unity_SpecCube1_ProbePosition;
- d.probeHDR[1] = unity_SpecCube1_HDR;
-
- //【3】根据填充好的UnityGIInput结构体对象,调用一下UnityGlobalIllumination函数
- if(reflections)
- {
- Unity_GlossyEnvironmentData g;
- g.roughness = 1 - s.oneMinusRoughness;
- #if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE
- g.reflUVW = s.reflUVW;
- #else
- g.reflUVW = reflect(s.eyeVec, s.normalWorld);
- #endif
-
- return UnityGlobalIllumination (d, occlusion, s.normalWorld, g);
- }
- else
- {
- return UnityGlobalIllumination (d, occlusion, s.normalWorld);
- }
- }
-
- inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light)
- {
- return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true);
- }
其中的UnityGIInput结构体定义了全局光照所需要的一些函数,定义为如下:
- //全局光照的输入参数结构体
- struct UnityGIInput
- {
- UnityLight light; // 像素光源,由引擎准备并传输过来 || pixel light, sent from the engine
-
- float3 worldPos;//世界空间中的位置坐标
- half3 worldViewDir;//世界空间中的视角方向向量坐标
- half atten;//衰减值
- half3 ambient;//环境光颜色
- half4 lightmapUV; //光照贴图的UV坐标,其中 取.xy = static lightmapUV(静态光照贴图的UV) , .zw = dynamic lightmap UV(动态光照贴图的UV)
-
- float4 boxMax[2];//box最大值
- float4 boxMin[2];//box最小值
- float4 probePosition[2];//光照探针的位置
- float4 probeHDR[2];//光照探针的高动态范围图像(High-Dynamic Range)
- };
FragmentGI函数最终利用了UnityGlobalIllumination函数,其定义于UnityGlobalIllumination.cginc头文件中,实现如下。
- inline UnityGI UnityGlobalIllumination (UnityGIInput data, half occlusion, half3 normalWorld)
- {
- return UnityGI_Base(data, occlusion, normalWorld);
- }
- //UnityGI_Base函数:Unity的全局光照Base版
- inline UnityGI UnityGI_Base(UnityGIInput data, half occlusion, half3 normalWorld)
- {
- //【1】实例化一个UnityGI类型的结构体
- UnityGI o_gi;
- //【2】重置此UnityGI的结构体
- ResetUnityGI(o_gi);
-
- //【3】开始逐个填充参数
- #if !defined(LIGHTMAP_ON)
- o_gi.light = data.light;
- o_gi.light.color *= data.atten;
- #endif
-
-
- #if UNITY_SHOULD_SAMPLE_SH
- #if UNITY_SAMPLE_FULL_SH_PER_PIXEL
- half3 sh = ShadeSH9(half4(normalWorld, 1.0));
- #elif (SHADER_TARGET >= 30) && !UNITY_STANDARD_SIMPLE
- half3 sh = data.ambient + ShadeSH12Order(half4(normalWorld, 1.0));
- #else
- half3 sh = data.ambient;
- #endif
-
- o_gi.indirect.diffuse = sh;
- #endif
-
-
- #if defined(LIGHTMAP_ON)
- // Baked lightmaps
- fixed4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
- half3 bakedColor = DecodeLightmap(bakedColorTex);
-
- #ifdef DIRLIGHTMAP_OFF
- o_gi.indirect.diffuse = bakedColor;
-
- #ifdef SHADOWS_SCREEN
- o_gi.indirect.diffuse = MixLightmapWithRealtimeAttenuation (o_gi.indirect.diffuse, data.atten, bakedColorTex);
- #endif // SHADOWS_SCREEN
-
- #elif DIRLIGHTMAP_COMBINED
- fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER (unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
- o_gi.indirect.diffuse = DecodeDirectionalLightmap (bakedColor, bakedDirTex, normalWorld);
-
- #ifdef SHADOWS_SCREEN
- o_gi.indirect.diffuse = MixLightmapWithRealtimeAttenuation (o_gi.indirect.diffuse, data.atten, bakedColorTex);
- #endif // SHADOWS_SCREEN
-
- #elif DIRLIGHTMAP_SEPARATE
- // Left halves of both intensity and direction lightmaps store direct light; right halves - indirect.
-
- // Direct
- fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
- o_gi.indirect.diffuse = DecodeDirectionalSpecularLightmap (bakedColor, bakedDirTex, normalWorld, false, 0, o_gi.light);
-
- // Indirect
- half2 uvIndirect = data.lightmapUV.xy + half2(0.5, 0);
- bakedColor = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, uvIndirect));
- bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, uvIndirect);
- o_gi.indirect.diffuse += DecodeDirectionalSpecularLightmap (bakedColor, bakedDirTex, normalWorld, false, 0, o_gi.light2);
- #endif
- #endif
-
- #ifdef DYNAMICLIGHTMAP_ON
- // Dynamic lightmaps
- fixed4 realtimeColorTex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, data.lightmapUV.zw);
- half3 realtimeColor = DecodeRealtimeLightmap (realtimeColorTex);
-
- #ifdef DIRLIGHTMAP_OFF
- o_gi.indirect.diffuse += realtimeColor;
-
- #elif DIRLIGHTMAP_COMBINED
- half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, data.lightmapUV.zw);
- o_gi.indirect.diffuse += DecodeDirectionalLightmap (realtimeColor, realtimeDirTex, normalWorld);
-
- #elif DIRLIGHTMAP_SEPARATE
- half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, data.lightmapUV.zw);
- half4 realtimeNormalTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicNormal, unity_DynamicLightmap, data.lightmapUV.zw);
- o_gi.indirect.diffuse += DecodeDirectionalSpecularLightmap (realtimeColor, realtimeDirTex, normalWorld, true, realtimeNormalTex, o_gi.light3);
- #endif
- #endif
-
- o_gi.indirect.diffuse *= occlusion;
-
- //【4】返回此UnityGI类型的结构体
- return o_gi;
- }
不难发现,此FragmentGI函数的实现,也就是实例化一个UnityGIInput结构体对象,然后依次填充了此结构体对象的每个各个参数,最后调用一下基于UnityGI_Base函数的UnityGlobalIllumination函数而已。
首先,这边有一段宏,定义于UnityPBSLighting.cginc头文件中,根据不同的情况,将UNITY_BRDF_PBS宏定义为不同版本的UNITY_BRDF_PBS宏——是BRDF3_Unity_PBS、BRDF2_Unity_PBS还是BRDF1_Unity_PBS。
- //-------------------------------------------------------------------------------------
- // 默认使用BRDF || Default BRDF to use:
- #if !defined (UNITY_BRDF_PBS) // 允许显式地在自定义着色器中重写BRDF的实现细节 || allow to explicitly override BRDF in custom shader
- //满足着色目标模型的版本小于Shader Model 3.0,或者是PlayStation 2平台
- #if (SHADER_TARGET < 30) || defined(SHADER_API_PSP2)
- // 为小于SM3.0的着色模型回退为低保真度的BRDF版本 || Fallback to low fidelity one for pre-SM3.0
- #define UNITY_BRDF_PBS BRDF3_Unity_PBS
- #elif defined(SHADER_API_MOBILE)
- // 为移动平台简化的BRDF版本 || Somewhat simplified for mobile
- #define UNITY_BRDF_PBS BRDF2_Unity_PBS
- #else
- //最高特效的SM3、PC平台或者游戏主机平台的BRDF版本 || Full quality for SM3+ PC / consoles
- #define UNITY_BRDF_PBS BRDF1_Unity_PBS
- #endif
- #endif
三种情况下,BRDF3_Unity_PBS、BRDF2_Unity_PBS、 BRDF1_Unity_PBS三个函数的参数和返回值都一样,区别仅仅是内部的实现。在这边,以BRDF1_Unity_PBS为例,讲一下参数值的含义。
第七个参数,UnityLight型的light,表示Unity中光源参数的结构体,包含half3型的光源颜色color,half3型的光源方向dir,half型的入射光方向和当前表面法线方向的点乘的积ndotl。上文有贴出过其实现代码,都几次提到了,这边就再贴一下。
- struct UnityLight
- {
- half3 color;//光源颜色
- half3 dir;//光源方向
- half ndotl; //入射光方向和当前表面法线方向的点积
- };
第八个参数,UnityIndirect类型的gi ,一个包含了half3型的漫反射颜色diffuse和half3型的镜面反射颜色specular的光线反射结构体,
表示间接光照信息
。
- struct UnityIndirect
- {
- half3 diffuse;//漫反射颜色
- half3 specular;//镜面反射颜色
- };
下面将三种版本的函数分别贴出来,它们都定义于UnityStandardBRDF.cginc头文件中。
- //最高特效的SM3、PC平台或者游戏主机平台的BRDF版本 || Full quality for SM3+ PC / consoles
- //-------------------------------------------------------------------------------------
-
- // Note: BRDF entry points use oneMinusRoughness (aka "smoothness") and oneMinusReflectivity for optimization
- // purposes, mostly for DX9 SM2.0 level. Most of the math is being done on these (1-x) values, and that saves
- // a few precious ALU slots.
-
-
- // Main Physically Based BRDF
- // Derived from Disney work and based on Torrance-Sparrow micro-facet model
- //
- // BRDF = kD / pi + kS * (D * V * F) / 4
- // I = BRDF * NdotL
- //
- // * NDF (depending on UNITY_BRDF_GGX):
- // a) Normalized BlinnPhong
- // b) GGX
- // * Smith for Visiblity term
- // * Schlick approximation for Fresnel
- half4 BRDF1_Unity_PBS (half3 diffColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness,
- half3 normal, half3 viewDir,
- UnityLight light, UnityIndirect gi)
- {
- half roughness = 1-oneMinusRoughness;
- half3 halfDir = Unity_SafeNormalize (light.dir + viewDir);
-
- half nl = light.ndotl;
- half nh = BlinnTerm (normal, halfDir);
- half nv = DotClamped (normal, viewDir);
- half lv = DotClamped (light.dir, viewDir);
- half lh = DotClamped (light.dir, halfDir);
-
- #if UNITY_BRDF_GGX
- half V = SmithGGXVisibilityTerm (nl, nv, roughness);
- half D = GGXTerm (nh, roughness);
- #else
- half V = SmithBeckmannVisibilityTerm (nl, nv, roughness);
- half D = NDFBlinnPhongNormalizedTerm (nh, RoughnessToSpecPower (roughness));
- #endif
-
- half nlPow5 = Pow5 (1-nl);
- half nvPow5 = Pow5 (1-nv);
- half Fd90 = 0.5 + 2 * lh * lh * roughness;
- half disneyDiffuse = (1 + (Fd90-1) * nlPow5) * (1 + (Fd90-1) * nvPow5);
-
- // HACK: theoretically we should divide by Pi diffuseTerm and not multiply specularTerm!
- // BUT 1) that will make shader look significantly darker than Legacy ones
- // and 2) on engine side "Non-important" lights have to be divided by Pi to in cases when they are injected into ambient SH
- // NOTE: multiplication by Pi is part of single constant together with 1/4 now
-
- half specularTerm = max(0, (V * D * nl) * unity_LightGammaCorrectionConsts_PIDiv4);// Torrance-Sparrow model, Fresnel is applied later (for optimization reasons)
- half diffuseTerm = disneyDiffuse * nl;
-
- half grazingTerm = saturate(oneMinusRoughness + (1-oneMinusReflectivity));
- half3 color = diffColor * (gi.diffuse + light.color * diffuseTerm)
- + specularTerm * light.color * FresnelTerm (specColor, lh)
- + gi.specular * FresnelLerp (specColor, grazingTerm, nv);
-
- return half4(color, 1);
- }
- // 为移动平台简化的BRDF版本 || Somewhat simplified for mobile
- // Based on Minimalist CookTorrance BRDF
- // Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
- //
- // * BlinnPhong as NDF
- // * Modified Kelemen and Szirmay-Kalos for Visibility term
- // * Fresnel approximated with 1/LdotH
- half4 BRDF2_Unity_PBS (half3 diffColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness,
- half3 normal, half3 viewDir,
- UnityLight light, UnityIndirect gi)
- {
- half3 halfDir = Unity_SafeNormalize (light.dir + viewDir);
-
- half nl = light.ndotl;
- half nh = BlinnTerm (normal, halfDir);
- half nv = DotClamped (normal, viewDir);
- half lh = DotClamped (light.dir, halfDir);
-
- half roughness = 1-oneMinusRoughness;
- half specularPower = RoughnessToSpecPower (roughness);
- // Modified with approximate Visibility function that takes roughness into account
- // Original ((n+1)*N.H^n) / (8*Pi * L.H^3) didn't take into account roughness
- // and produced extremely bright specular at grazing angles
-
- // HACK: theoretically we should divide by Pi diffuseTerm and not multiply specularTerm!
- // BUT 1) that will make shader look significantly darker than Legacy ones
- // and 2) on engine side "Non-important" lights have to be divided by Pi to in cases when they are injected into ambient SH
- // NOTE: multiplication by Pi is cancelled with Pi in denominator
-
- half invV = lh * lh * oneMinusRoughness + roughness * roughness; // approx ModifiedKelemenVisibilityTerm(lh, 1-oneMinusRoughness);
- half invF = lh;
- half specular = ((specularPower + 1) * pow (nh, specularPower)) / (unity_LightGammaCorrectionConsts_8 * invV * invF + 1e-4h); // @TODO: might still need saturate(nl*specular) on Adreno/Mali
-
- // Prevent FP16 overflow on mobiles
- #if SHADER_API_GLES || SHADER_API_GLES3
- specular = clamp(specular, 0.0, 100.0);
- #endif
-
- half grazingTerm = saturate(oneMinusRoughness + (1-oneMinusReflectivity));
- half3 color = (diffColor + specular * specColor) * light.color * nl
- + gi.diffuse * diffColor
- + gi.specular * FresnelLerpFast (specColor, grazingTerm, nv);
-
- return half4(color, 1);
- }
- // 为小于SM3.0的着色模型回退为低保真度的BRDF版本 || Fallback to low fidelity one for pre-SM3.0
- // Old school, not microfacet based Modified Normalized Blinn-Phong BRDF
- // Implementation uses Lookup texture for performance
- //
- // * Normalized BlinnPhong in RDF form
- // * Implicit Visibility term
- // * No Fresnel term
- //
- // TODO: specular is too weak in Linear rendering mode
- half4 BRDF3_Unity_PBS (half3 diffColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness,
- half3 normal, half3 viewDir,
- UnityLight light, UnityIndirect gi)
- {
- half3 reflDir = reflect (viewDir, normal);
-
- half nl = light.ndotl;
- half nv = DotClamped (normal, viewDir);
-
- // Vectorize Pow4 to save instructions
- half2 rlPow4AndFresnelTerm = Pow4 (half2(dot(reflDir, light.dir), 1-nv)); // use R.L instead of N.H to save couple of instructions
- half rlPow4 = rlPow4AndFresnelTerm.x; // power exponent must match kHorizontalWarpExp in NHxRoughness() function in GeneratedTextures.cpp
- half fresnelTerm = rlPow4AndFresnelTerm.y;
-
- half grazingTerm = saturate(oneMinusRoughness + (1-oneMinusReflectivity));
-
- half3 color = BRDF3_Direct(diffColor, specColor, rlPow4, oneMinusRoughness);
- color *= light.color * nl;
- color += BRDF3_Indirect(diffColor, specColor, gi, grazingTerm, fresnelTerm);
-
- return half4(color, 1);
- }
BRDF1_Unity_PBS函数的实现部分用到了最多的变量,最终表现效果最好,主要用于Shader Model 3.0、PC平台或者游戏主机平台。BRDF2_Unity_PBS简化了一部分计算,主要用于移动平台,而BRDF3_Unity_PBS是为Shader Model 小于3.0的着色模型提供基本版的BRDF,实现细节最为简陋。
8. UNITY_BRDF_GI宏
UNITY_BRDF_GI宏位于UnityPBSLighting.cginc头文件中,相关代码如下。
- //-------------------------------------------------------------------------------------
- // 从间接的方向光照贴图中进行BRDF(双向反射分布函数)的光照提取 || BRDF for lights extracted from *indirect* directional lightmaps (baked and realtime).
- // 使用UNITY_BRDF_PBS从方向光源烘焙方向光照贴图, || Baked directional lightmap with *direct* light uses UNITY_BRDF_PBS.
- // 若想得到更好的效果,可以使用BRDF1_Unity_PBS || For better quality change to BRDF1_Unity_PBS.
- // SM2.0中的非方向光照贴图|| No directional lightmaps in SM2.0.
-
- //若没有定义UNITY_BRDF_PBS_LIGHTMAP_INDIRECT宏
- #if !defined(UNITY_BRDF_PBS_LIGHTMAP_INDIRECT)
- //定义UNITY_BRDF_PBS_LIGHTMAP_INDIRECT = BRDF2_Unity_PBS
- #define UNITY_BRDF_PBS_LIGHTMAP_INDIRECT BRDF2_Unity_PBS
- #endif
- //若没有定义UNITY_BRDF_GI宏
- #if !defined (UNITY_BRDF_GI)
- //定义UNITY_BRDF_GI = BRDF_Unity_Indirect
- #define UNITY_BRDF_GI BRDF_Unity_Indirect
- #endif
- //间接光照的BRDF
- inline half3 BRDF_Unity_Indirect (half3 baseColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness, half3 normal, half3 viewDir, half occlusion, UnityGI gi)
- {
- half3 c = 0;
- #if defined(DIRLIGHTMAP_SEPARATE)
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
-
- #ifdef LIGHTMAP_ON
- c += UNITY_BRDF_PBS_LIGHTMAP_INDIRECT (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normal, viewDir, gi.light2, gi.indirect).rgb * occlusion;
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- c += UNITY_BRDF_PBS_LIGHTMAP_INDIRECT (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normal, viewDir, gi.light3, gi.indirect).rgb * occlusion;
- #endif
- #endif
- return c;
- }
Emission函数定于于UnityStandardInput.cginc头文件中,根据指定的自发光光照贴图,利用tex2D函数,对输入的纹理进行光照贴图的采样,相关代码如下:
- //---------------------------------------【Emission函数】-----------------------------------------
- // 用途:根据指定的自发光光照贴图,利用tex2D函数,对输入的纹理进行光照贴图的采样
- // 输入参数:float2型的纹理坐标
- // 输出参数:经过将自发光纹理和输入纹理进行tex2D采样得到的half3型的自发光颜色
- //-----------------------------------------------------------------------------------------------
- half3 Emission(float2 uv)
- {
- #ifndef _EMISSION
- return 0;
- #else
- return tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb;
- #endif
- }
sampler2D _EmissionMap;
- //自发光纹理图
- _EmissionMap("Emission", 2D) = "white" {}
UNITY_APPLY_FOG宏相关的一些代码用于雾效的启用与否的辅助工作,定义于UnityCG.cginc头文件中,这边贴出注释好的代码即可。
- //UNITY_FOG_LERP_COLOR宏的定义
- #define UNITY_FOG_LERP_COLOR(col,fogCol,fogFac) col.rgb = lerp((fogCol).rgb, (col).rgb, saturate(fogFac))
-
- //【1】若已经定义了FOG_LINEAR、FOG_EXP、FOG_EXP2宏三者至少之一,便可以进行到此#if实现部分
- #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
- //【1-1】若满足着色目标模型的版本小于Shader Model 3.0,或者定义了SHADER_API_MOBILE宏,便可以进行到此#if实现部分
- #if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
- //移动平台和Shader Model 2.0:已经计算了每顶点的雾效因子,所以插一下值就可以了 ||mobile or SM2.0: fog factor was already calculated per-vertex, so just lerp the color
- //定义 UNITY_APPLY_FOG_COLOR(coord,col,fogCol) 等价于UNITY_FOG_LERP_COLOR(col,fogCol,coord)
- #define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_FOG_LERP_COLOR(col,fogCol,coord)
-
- //【1-2】 Shader Model 3.0和PC/游戏主机平台:计算雾效因子以及进行雾颜色的插值 ||SM3.0 and PC/console: calculate fog factor and lerp fog color
- #else
- //定义 UNITY_APPLY_FOG_COLOR(coord,col,fogCol)等价于UNITY_CALC_FOG_FACTOR(coord); UNITY_FOG_LERP_COLOR(col,fogCol,unityFogFactor)
- #define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_CALC_FOG_FACTOR(coord); UNITY_FOG_LERP_COLOR(col,fogCol,unityFogFactor)
- #endif
- //【2】否则,直接定义UNITY_APPLY_FOG_COLOR宏
- #else
- #define UNITY_APPLY_FOG_COLOR(coord,col,fogCol)
- #endif
- //【3】若定义了UNITY_PASS_FORWARDADD(正向附加渲染通道)宏
- #ifdef UNITY_PASS_FORWARDADD
- //定义UNITY_APPLY_FOG(coord,col) 等价于UNITY_APPLY_FOG_COLOR(coord,col,fixed4(0,0,0,0))
- #define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,fixed4(0,0,0,0))
- //【4】否则,UNITY_APPLY_FOG(coord,col) 等价于 UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
- #else
- #define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
- #endif
- //-----------------------------【函数OutputForward】----------------------------------------------
- // 用途:正向渲染通道输出函数
- // 输入参数:一个half4类型的一个颜色值output,一个half型的透明度值alphaFromSurface
- // 返回值:经过透明处理的half4型的输出颜色值
- //-------------------------------------------------------------------------------------------------
- half4 OutputForward (half4 output, half alphaFromSurface)
- {
- #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
- output.a = alphaFromSurface;
- #else
- UNITY_OPAQUE_ALPHA(output.a);
- #endif
- return output;
- }
其中UNITY_OPAQUE_ALPHA宏的定义为:
#define UNITY_OPAQUE_ALPHA(outputAlpha) outputAlpha = 1.0
我们都知道,Unity中的屏幕特效通常分为两部分来实现:
- Shader "浅墨Shader编程/Volume11/PixelEffect"
- {
- //------------------------------------【属性值】------------------------------------
- Properties
- {
- //主纹理
- _MainTex("Texture", 2D) = "white" {}
- //封装的变量值
- _Params("PixelNumPerRow (X) Ratio (Y)", Vector) = (80, 1, 1, 1.5)
- }
-
- //------------------------------------【唯一的子着色器】------------------------------------
- SubShader
- {
- //关闭剔除操作
- Cull Off
- //关闭深度写入模式
- ZWrite Off
- //设置深度测试模式:渲染所有像素.等同于关闭透明度测试(AlphaTest Off)
- ZTest Always
-
- //--------------------------------唯一的通道-------------------------------
- Pass
- {
- //===========开启CG着色器语言编写模块===========
- CGPROGRAM
-
- //编译指令:告知编译器顶点和片段着色函数的名称
- #pragma vertex vert
- #pragma fragment frag
-
- //包含头文件
- #include "UnityCG.cginc"
-
- //顶点着色器输入结构
- struct vertexInput
- {
- float4 vertex : POSITION;//顶点位置
- float2 uv : TEXCOORD0;//一级纹理坐标
- };
-
- //顶点着色器输出结构
- struct vertexOutput
- {
- float4 vertex : SV_POSITION;//像素位置
- float2 uv : TEXCOORD0;//一级纹理坐标
- };
-
- //--------------------------------【顶点着色函数】-----------------------------
- // 输入:顶点输入结构体
- // 输出:顶点输出结构体
- //---------------------------------------------------------------------------------
- //顶点着色函数
- vertexOutput vert(vertexInput v)
- {
- //【1】实例化一个输入结构体
- vertexOutput o;
- //【2】填充此输出结构
- //输出的顶点位置(像素位置)为模型视图投影矩阵乘以顶点位置,也就是将三维空间中的坐标投影到了二维窗口
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- //输入的UV纹理坐标为顶点输出的坐标
- o.uv = v.uv;
-
- //【3】返回此输出结构对象
- return o;
- }
-
- //变量的声明
- sampler2D _MainTex;
- half4 _Params;
-
- //进行像素化操作的自定义函数PixelateOperation
- half4 PixelateOperation(sampler2D tex, half2 uv, half scale, half ratio)
- {
- //【1】计算每个像素块的尺寸
- half PixelSize = 1.0 / scale;
- //【2】取整计算每个像素块的坐标值,ceil函数,对输入参数向上取整
- half coordX=PixelSize * ceil(uv.x / PixelSize);
- half coordY = (ratio * PixelSize)* ceil(uv.y / PixelSize / ratio);
- //【3】组合坐标值
- half2 coord = half2(coordX,coordY);
- //【4】返回坐标值
- return half4(tex2D(tex, coord).xyzw);
- }
-
- //--------------------------------【片段着色函数】-----------------------------
- // 输入:顶点输出结构体
- // 输出:float4型的像素颜色值
- //---------------------------------------------------------------------------------
- fixed4 frag(vertexOutput Input) : COLOR
- {
- //使用自定义的PixelateOperation函数,计算每个像素经过取整后的颜色值
- return PixelateOperation(_MainTex, Input.uv, _Params.x, _Params.y);
- }
-
- //===========结束CG着色器语言编写模块===========
- ENDCG
- }
- }
- }
- //进行像素化操作的自定义函数PixelateOperation
- half4 PixelateOperation(sampler2D tex, half2 uv, half scale, half ratio)
- {
- //【1】计算每个像素块的尺寸
- half PixelSize = 1.0 / scale;
- //【2】取整计算每个像素块的坐标值,ceil函数,对输入参数向上取整
- half coordX=PixelSize * ceil(uv.x / PixelSize);
- half coordY=( ratio * PixelSize ) * ceil(uv.y / PixelSize / ratio);
- //【3】组合坐标值
- half2 coord = half2(coordX,coordY);
- //【4】返回坐标值
- return half4(tex2D(tex, coord).xyzw);
- }
然后在片段着色器中调用此自定义的PixelateOperation函数,其返回值就作为片段函数frag的返回值即可:
- fixed4 frag(vertexOutput Input) : COLOR
- {
- //使用自定义的PixelateOperation函数,计算每个像素经过取整后的颜色值
- return PixelateOperation(_MainTex, Input.uv, _Params.x, _Params.y);
- }
C#脚本文件的代码依然是几乎从之前的几个特效中重用,只用稍微改一点细节就可以。贴出详细注释的实现此特效的C#脚本:
- using UnityEngine;
- using System.Collections;
-
- //设置在编辑模式下也执行该脚本
- [ExecuteInEditMode]
- //添加选项到菜单中
- [AddComponentMenu("浅墨Shader编程/Volume11/PixelEffect")]
- public class PixelEffect : MonoBehaviour
- {
- //-----------------------------变量声明部分---------------------------
- #region Variables
-
- //着色器和材质实例
- public Shader CurShader;
- private Material CurMaterial;
-
- //三个可调节的自定义参数
- [Range(1f, 1024f), Tooltip("屏幕每行将被均分为多少个像素块")]
- public float PixelNumPerRow = 580.0f;
-
- [Tooltip("自动计算平方像素所需的长宽比与否")]
- public bool AutoCalulateRatio = true;
-
- [Range(0f, 24f), Tooltip("此参数用于自定义长宽比")]
- public float Ratio = 1.0f;
-
- #endregion
-
-
- //-------------------------材质的get&set----------------------------
- #region MaterialGetAndSet
- Material material
- {
- get
- {
- if(CurMaterial == null)
- {
- CurMaterial = new Material(CurShader);
- CurMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return CurMaterial;
- }
- }
- #endregion
-
- //-----------------------------------------【Start()函数】---------------------------------------------
- // 说明:此函数仅在Update函数第一次被调用前被调用
- //--------------------------------------------------------------------------------------------------------
- void Start ()
- {
- //找到当前的Shader文件
- CurShader = Shader.Find("浅墨Shader编程/Volume11/PixelEffect");
-
- //判断当前设备是否支持屏幕特效
- if(!SystemInfo.supportsImageEffects)
- {
- enabled = false;
- return;
- }
- }
-
- //-------------------------------------【OnRenderImage()函数】------------------------------------
- // 说明:此函数在当完成所有渲染图片后被调用,用来渲染图片后期效果
- //--------------------------------------------------------------------------------------------------------
- void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
- {
- //着色器实例不为空,就进行参数设置
- if(CurShader != null)
- {
- float pixelNumPerRow = PixelNumPerRow;
- //给Shader中的外部变量赋值
- material.SetVector("_Params", new Vector2(pixelNumPerRow,
- AutoCalulateRatio ? ((float)sourceTexture.width / (float)sourceTexture.height) : Ratio ));
-
- Graphics.Blit(sourceTexture, destTexture, material);
- }
-
- //着色器实例为空,直接拷贝屏幕上的效果。此情况下是没有实现屏幕特效的
- else
- {
- //直接拷贝源纹理到目标渲染纹理
- Graphics.Blit(sourceTexture, destTexture);
- }
- }
-
- //-----------------------------------------【Update()函数】----------------------------------------
- // 说明:此函数在每一帧中都会被调用
- //------------------------------------------------------------------------------------------------------
- void Update()
- {
- //若程序在运行,进行赋值
- if (Application.isPlaying)
- {
- #if UNITY_EDITOR
- if (Application.isPlaying != true)
- {
- CurShader = Shader.Find("浅墨Shader编程/Volume11/PixelEffect");
- }
- #endif
- }
- }
- //-----------------------------------------【OnDisable()函数】---------------------------------------
- // 说明:当对象变为不可用或非激活状态时此函数便被调用
- //--------------------------------------------------------------------------------------------------------
- void OnDisable ()
- {
- if(CurMaterial)
- {
- //立即销毁材质实例
- DestroyImmediate(CurMaterial);
- }
- }
- }
根据我们C#脚本中参数的设定,可以有每行每列的像素个数PixelNumPerRow参数、是否自动计算正方形像素所需的长宽比与否AutoCalulateRatio参数、自定义长宽比的Ratio参数可以调节。而需要注意,若AutoCalulateRatio参数被勾选,我们的Shader将自动计算正方形像素所需的长宽比,这样第三个参数Ratio也就失效了。反正,若AutoCalulateRatio参数没有被勾选,就可以用Ratio参数自己定制像素的长宽比。
山丘(原始场景):
至此,本文结束。感谢大家的捧场,我们下次更新再会。
PS:最近一段时间临近硕士毕业,有不少学业方面的事情需要处理,博客得停更一段时间,请见谅。
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