standard pbr(二)
下一步看像素着色器代码
half4 fragBase (VertexOutputForwardBase i) : SV_Target { return fragForwardBaseInternal(i); }
half4 fragForwardBaseInternal (VertexOutputForwardBase i)
{
FRAGMENT_SETUP(s)
#if UNITY_OPTIMIZE_TEXCUBELOD
s.reflUVW = i.reflUVW;
#endif UnityLight mainLight = MainLight ();
half atten = SHADOW_ATTENUATION(i); half occlusion = Occlusion(i.tex.xy);
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight); half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
c.rgb += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi);
c.rgb += Emission(i.tex.xy); UNITY_APPLY_FOG(i.fogCoord, c.rgb);
return OutputForward (c, s.alpha);
}
FRAGMENT_SETUP(s)等价于
FragmentCommonData s= FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndParallax, IN_WORLDPOS(i));
struct FragmentCommonData
{
half3 diffColor, specColor;
// Note: smoothness & 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, smoothness;
half3 normalWorld, eyeVec, posWorld;
half alpha; #if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE
half3 reflUVW;
#endif #if UNITY_STANDARD_SIMPLE
half3 tangentSpaceNormal;
#endif
};
去掉分支
struct FragmentCommonData
{
half3 diffColor, specColor;
// Note: smoothness & 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, smoothness;
half3 normalWorld, eyeVec, posWorld;
half alpha;
half3 reflUVW;
};
oneMinusReflectivity 看单词意思反射率,不知道干嘛的,存疑
看函数FragmentSetup
inline FragmentCommonData FragmentSetup (float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[], 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;
}
i_tex = Parallax(i_tex, i_viewDirForParallax);忽略,没用视差贴图,这句等于没用
half alpha = Alpha(i_tex.xy);
#if defined(_ALPHATEST_ON)
clip (alpha - _Cutoff);
#endif
clip不需要去掉
走进UNITY_SETUP_BRDF_INPUT ,默认是SpecularSetup
inline FragmentCommonData SpecularSetup (float4 i_tex)
{
half4 specGloss = SpecularGloss(i_tex.xy);
half3 specColor = specGloss.rgb;
half smoothness = specGloss.a; half oneMinusReflectivity;
half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity); FragmentCommonData o = (FragmentCommonData);
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
但是在standard.shader里有#define UNITY_SETUP_BRDF_INPUT MetallicSetup,所以其实是
inline FragmentCommonData MetallicSetup (float4 i_tex)
{
half2 metallicGloss = MetallicGloss(i_tex.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m. half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
把
FragmentSetup 和
FragmentGI 合并到一块
fixed4 frag(v2f i) : SV_Target
{ UnityLight mainLight = MainLight ();
half atten = SHADOW_ATTENUATION(i); UnityGIInput d;
d.light = mainLight;
d.worldPos = i.posWorld;
half3 worldViewDir = -normalize(i.eyeVec);
d.worldViewDir = worldViewDir
d.atten = atten;
d.ambient = i_ambientOrLightmapUV.rgb;
d.lightmapUV = ;
d.probeHDR[] = unity_SpecCube0_HDR;
d.probeHDR[] = unity_SpecCube1_HDR;
fixed metallic = _MetallicMin + channel.g * ( _Metallic - _MetallicMin );
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic (mainTex.rgb, metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
fixed smoothness = ( _GlossinessMin + channel.r * (_Glossiness-_GlossinessMin) )* .99h;
half3 normalWorld = PerPixelWorldNormal(i.tex, i.tangentToWorldAndParallax )
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(smoothness, worldViewDir, s.normalWorld, specColor);
// Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself
g.reflUVW = i.reflUVW;
UnityGI gi = UnityGlobalIllumination (d, , normalWorld, g);
half4 c = BRDF(diffColor, specColor, oneMinusReflectivity, smoothness, normalWorld, worldViewDir, gi.light, gi.indirect);
c.rgb += BRDF_GI (diffColor, specColor, oneMinusReflectivity, smoothness, normalWorld, worldViewDir, , gi);
fixed emimask = tex2D(_EmissiveMap, i.uv).r;
fixed3 Emissive = emimask * _EmissiveColor.rgb * _EmissiveIntensity;
float3 _Rim = pow(1.0 - max(, dot(normalWorld, worldViewDir)), _RimArea)*_RimColor.rgb*_RimPower;
c.rgb += Emissive + _Rim;
UNITY_APPLY_FOG(i.fogCoord, c.rgb);
return OutputForward (c, );
}
后面部分加了自发光和边缘光
现在只剩下BRDF和BRDF_GI 了
standard pbr(二)的更多相关文章
- unity里standard pbr(一)
关注forwardbase下的 standard.shader #pragma vertex vertBase #pragma fragment fragBase #include "Uni ...
- standard pbr(三)-BRDF
// Default BRDF to use: #if !defined (UNITY_BRDF_PBS) // allow to explicitly override BRDF in custom ...
- PowerHA完全手册(二)
http://www.aixchina.net/home/space.php?uid=1006&do=blog&id=40117 第二部分--安装配置篇2.1. 准备2.1.1. 安装 ...
- (转)PowerHA完全手册(一,二,三)
PowerHA完全手册(一) 原文:http://www.talkwithtrend.com/Article/39889-----PowerHA完全手册(一) http://www.talkwitht ...
- Unity3d 屏幕空间人体皮肤知觉渲染&次表面散射Screen-Space Perceptual Rendering & Subsurface Scattering of Human Skin
之前的人皮渲染相关 前篇1:unity3d Human skin real time rendering 真实模拟人皮实时渲染 前篇2:unity3d Human skin real time ren ...
- Jmeter遇到的坑
一.分布式获取不到结果需要改配置文件 在jmeter.properties文件找到mode=Standard去掉# 二.有一个请求要循环查询进度,当进度为100为,跳出循环.这个要怎么操作? ${ ...
- elasticsearch系列三:索引详解(分词器、文档管理、路由详解(集群))
一.分词器 1. 认识分词器 1.1 Analyzer 分析器 在ES中一个Analyzer 由下面三种组件组合而成: character filter :字符过滤器,对文本进行字符过滤处理,如 ...
- 小峰servlet/jsp(6)jstl核心标签库
一.引入jstl 需要jstl.jar;standard.jar; 二.jstl核心标签库: c:out 内容输出标签; c:set 用来设置4种属性范围值的标签: c:re ...
- 看雪论坛 破解exe 看雪CTF2017第一题分析-『CrackMe』-看雪安全论坛
韩梦飞沙 韩亚飞 313134555@qq.com yue31313 han_meng_fei_sha 逆向 黑客 破解 学习 论坛 『CrackMe』 http://bbs.pediy.co ...
随机推荐
- iOS 核心动画 Core Animation浅谈
代码地址如下:http://www.demodashi.com/demo/11603.html 前记 关于实现一个iOS动画,如果简单的,我们可以直接调用UIView的代码块来实现,虽然使用UIVie ...
- iOS 之UIBezierPath
代码地址如下:http://www.demodashi.com/demo/11602.html 在之前的文章中,由于用到过UIBezierPath这个类,所以这里就对这个类进行简单的记录一下,方便自己 ...
- 【Nginx】核心模块ngx_events_module
核心模块ngx_events_module是一个专门用于管理事件模块的模块. 它的实现非常easy.以下是该模块的定义: ngx_module_t ngx_events_module = { NGX_ ...
- iOS开发-使用代码退出应用程序,带动画。
有时候我们需要使用代码中断程序,如果直接调用exit方法,会使得程序就像是崩溃那样,因此我们应该加上一个动画效果. 例如: AppDelegate *app = [UIApplication shar ...
- HttpClient Coder Example
Example 1: HttpClient httpClient = new HttpClient(); httpClient.getHostConfigurati ...
- 微信支付和微信支付通知基于sdk的说明
前提是,有微信服务号(必须开通了支付功能,也就是说有了商户后台) (注意商户后台 安全目录 的设置,不然即使你写的没错误,也调用不成功) 公众号h5页面写法: (购物车提交--我们上一步已经生成了订 ...
- JMX简单样例
一:创建maven项目,在pom.xml里面增加例如以下依赖 <dependency> <groupId>com.sun.jdmk</groupId> <ar ...
- 在Linux命令行下发送html格式的邮件
在Linux利用formail+sendmail来发送带图片的邮件 formail接收html格式的文件作为邮件的内容,这样就可以解决发送带图片邮件的问题了,因为html中可以插入图片,只要给出的im ...
- c++ simple class template example: Stack
main.cpp #include "Stack.h" #include <iostream> using namespace std; class Box { pub ...
- RabbitMQ(一):Windows下RabbitMQ安装
1.Windows下安装RabbitMQ需要以下几个步骤 (1):下载erlang,原因在于RabbitMQ服务端代码是使用并发式语言erlang编写的,下载地址:http://www.erlang. ...