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在Unity中,实现PBR材质的Shader
最终效果:
//Standard材质 Shader "MyShader/P2_2_4" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} [NoScaleOffset]_MetallicTex("Metallic(R) Smoothness(G) AO(B)",2D) = "white" {} [Normal]_NormalTex("NormalTex",2D) = "bump" {} _Glossiness ("Smoothness", Range(0,1)) = 0.0 _Metallic ("Metallic", Range(0,1)) = 0.0 _AO("AO",Range(0,1)) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 // ---- forward rendering base pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM // compile directives #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_instancing #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" sampler2D _MainTex; float4 _MainTex_ST; half _Glossiness; half _Metallic; fixed4 _Color; sampler2D _MetallicTex; half _AO; sampler2D _NormalTex; struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; fixed4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; // vertex-to-fragment interpolation data // no lightmaps: struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD3; // SH #endif //切线空间需要使用的矩阵 float3 tSpace0 : TEXCOORD4; float3 tSpace1 : TEXCOORD5; float3 tSpace2 : TEXCOORD6; UNITY_FOG_COORDS(7) UNITY_SHADOW_COORDS(8) }; // vertex shader v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); //世界空间下的切线 half3 worldTangent = UnityObjectToWorldDir(v.tangent); //切线方向 half tangentSign = v.tangent.w * unity_WorldTransformParams.w; //世界空间下的副切线 half3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; //切线矩阵 o.tSpace0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x); o.tSpace1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y); o.tSpace2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; // SH/ambient and vertex lights #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); UNITY_TRANSFER_FOG(o, o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag(v2f i) : SV_Target { UNITY_EXTRACT_FOG(i); float3 worldPos = i.worldPos.xyz; float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT(SurfaceOutputStandard, o); fixed4 mainTex = tex2D(_MainTex, i.uv); o.Albedo = mainTex.rgb * _Color; o.Emission = 0.0; fixed4 metallicTex = tex2D(_MetallicTex, i.uv); o.Metallic = metallicTex.r * _Metallic; o.Smoothness = metallicTex.g * _Glossiness; o.Occlusion = metallicTex.b * _AO; o.Alpha = 1; half3 normalTex = UnpackNormal(tex2D(_NormalTex,i.uv)); half3 worldNormal = half3(dot(i.tSpace0,normalTex),dot(i.tSpace1,normalTex),dot(i.tSpace2,normalTex)); o.Normal = worldNormal; // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, i, worldPos) // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = _WorldSpaceLightPos0.xyz; // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = i.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingStandard_GI(o, giInput, gi); // PBS的核心计算 fixed4 c = LightingStandard(o, worldViewDir, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); //把c的Alpha置1 return c; } ENDCG } } }
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