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

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