MarmosetInput.cginc:
Input结构定义:
struct Input
{
#if defined(MARMO_PACKED_UV) || defined(MARMO_PACKED_VERTEX_OCCLUSION) || defined(MARMO_PACKED_VERTEX_COLOR)
float4 texcoord;
#else
float2 texcoord;
#endif float3 worldNormal; #if defined(MARMO_SPECULAR_DIRECT) || defined(MARMO_SPECULAR_IBL)
float3 viewDir;
#endif #if defined(MARMO_COMPUTE_WORLD_POS)
#ifdef MARMO_U5_WORLD_POS
float3 worldPos; //this is free in Unity 5
#endif
#else
float4 worldP; //lets write our own
#endif
#if defined(MARMO_VERTEX_COLOR) || defined(MARMO_VERTEX_LAYER_MASK)
half4 color : COLOR;
#elif defined(MARMO_VERTEX_OCCLUSION)
half2 color : COLOR;
#endif #ifdef MARMO_DIFFUSE_VERTEX_IBL
float3 vertexIBL;
#endif
INTERNAL_DATA
};

Output结构定义:

struct MarmosetOutput
{
half3 Albedo; //diffuse map RGB
half Alpha; //diffuse map A
half3 Normal; //world-space normal
half3 Emission; //contains IBL contribution
half Specular; //specular exponent (required by Unity)
#ifdef MARMO_SPECULAR_DIRECT
half3 SpecularRGB; //specular mask
#endif
};

Unity自带的Output结构定义:

struct SurfaceOutput
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Gloss;
fixed Alpha;
}; // Metallic workflow
struct SurfaceOutputStandard
{
fixed3 Albedo; // base (diffuse or specular) color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Metallic; // 0=non-metal, 1=metal
// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
// Everywhere in the code you meet smoothness it is perceptual smoothness
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
}; // Specular workflow
struct SurfaceOutputStandardSpecular
{
fixed3 Albedo; // diffuse color
fixed3 Specular; // specular color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
};

MarmosetDirect.cginc:
直接光照的主要代码,去掉deferred lighting相关的代码。
#ifndef MARMOSET_DIRECT_CGINC
#define MARMOSET_DIRECT_CGINC
// Core
inline float3 wrapLighting(float DP, float3 scatter)
{
scatter *= 0.5;
float3 integral = float3(1.0,1.0,1.0)-scatter;
float3 light = saturate(DP * integral + scatter);
float shadow = (DP*0.5+0.5);
shadow *= shadow;
return light * integral * shadow;
}
// NOTE: some intricacy in shader compiler on some GLES2.0 platforms (iOS) needs 'viewDir' & 'h'
// to be mediump instead of lowp, otherwise specular highlight becomes too bright.
inline half4 marmosetLighting (MarmosetOutput s, half3 viewDir, half3 lightDir, half3 lightColor)
{
half4 frag = half4(0.0,0.0,0.0,s.Alpha);
#if defined(MARMO_DIFFUSE_DIRECT) || defined(MARMO_SPECULAR_DIRECT)
half3 L = lightDir;
half3 N = s.Normal;
#ifdef MARMO_HQ
L = normalize(L);
#endif
#endif #ifdef MARMO_DIFFUSE_DIRECT
half dp = saturate(dot(N,L)); #ifdef MARMO_DIFFUSE_SCATTER
float4 scatter = _Scatter * _ScatterColor;
half3 diff = wrapLighting(dp, scatter.rgb);
diff *= 2.0 * s.Albedo.rgb; //*2.0 to match Unity
#else
half3 diff = (2.0 * dp) * s.Albedo.rgb; //*2.0 to match Unity
#endif
frag.rgb = diff * lightColor;
#endif #ifdef MARMO_SPECULAR_DIRECT
half3 H = normalize(viewDir+L);
float specRefl = saturate(dot(N,H));
half3 spec = pow(specRefl, s.Specular*512.0);
#ifdef MARMO_HQ
//self-shadowing blinn
#ifdef MARMO_DIFFUSE_DIRECT
spec *= saturate(10.0*dp);
#else
spec *= saturate(10.0*dot(N,L));
#endif
#endif
spec *= lightColor;
frag.rgb += (0.5 * spec) * s.SpecularRGB; //*0.5 to match Unity
#endif
return frag;
}
//forward lighting
inline half4 LightingMarmosetDirect( MarmosetOutput s, half3 lightDir, half3 viewDir, half atten )
{
return marmosetLighting( s, viewDir, lightDir, _LightColor0 * atten);
}
inline half4 LightingMarmosetDirect( MarmosetOutput s, half3 viewDir, UnityGI gi )
{
fixed4 c;
c = marmosetLighting (s, viewDir, gi.light.dir, gi.light.color); #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
c.rgb += s.Albedo * gi.indirect.diffuse;
#endif
return c;
}
inline void LightingMarmosetDirect_GI (MarmosetOutput s, UnityGIInput giInput, inout UnityGI gi)
{
gi = UnityGlobalIllumination(giInput, 1.0, s.Normal);
}
#endif

MarmosetSurf.cginc:
旧版本的surf代码:
#ifndef MARMOSET_SURF_CGINC
#define MARMOSET_SURF_CGINC
void MarmosetSurf(Input IN, inout MarmosetOutput OUT)
{
#define uv_diff IN.uv_MainTex
#define uv_spec IN.uv_MainTex
#define uv_bump IN.uv_MainTex
#define uv_glow IN.uv_MainTex
//DIFFUSE
#if defined(MARMO_DIFFUSE_DIRECT) || defined(MARMO_DIFFUSE_IBL)
half4 diff = tex2D( _MainTex, uv_diff );
diff *= _Color;
//camera exposure is built into OUT.Albedo
diff.rgb *= _ExposureIBL.w;
OUT.Albedo = diff.rgb;
OUT.Alpha = diff.a;
#ifdef MARMO_PREMULT_ALPHA
OUT.Albedo *= diff.a;
#endif
#else
OUT.Albedo = half3(0.0,0.0,0.0);
OUT.Alpha = 1.0;
#endif //NORMALS
#ifdef MARMO_NORMALMAP
float3 N = UnpackNormal(tex2D(_BumpMap,uv_bump));
#ifdef MARMO_HQ
N = normalize(N);
#endif
OUT.Normal = N; //N is in tangent-space
#else
//OUT.Normal is not modified when not normalmapping
float3 N = OUT.Normal; //N is in world-space
#ifdef MARMO_HQ
N = normalize(N);
#endif
#endif //SPECULAR
#if defined(MARMO_SPECULAR_DIRECT) || defined(MARMO_SPECULAR_IBL)
half4 spec = tex2D(_SpecTex, uv_spec);
float3 E = IN.viewDir; //E is in whatever space N is
#ifdef MARMO_HQ
E = normalize(E);
half fresnel = splineFresnel(N, E, _SpecInt, _Fresnel);
#else
half fresnel = fastFresnel(N, E, _SpecInt, _Fresnel);
#endif //camera exposure is built into OUT.Specular
spec.rgb *= _SpecColor.rgb * fresnel * _ExposureIBL.w;
OUT.Specular = spec.rgb;
half glossLod = glossLOD(spec.a, _Shininess);
OUT.Gloss = glossExponent(glossLod);
//conserve energy by dividing out specular integral
OUT.Specular *= specEnergyScalar(OUT.Gloss);
#endif //SPECULAR IBL
#ifdef MARMO_SPECULAR_IBL
#ifdef MARMO_NORMALMAP
float3 R = WorldReflectionVector(IN, OUT.Normal);
#else
float3 R = IN.worldRefl;
#endif
#ifdef MARMO_SKY_ROTATION
R = mulVec3(_SkyMatrix,R); //per-fragment matrix multiply, expensive
#endif
#ifdef MARMO_MIP_GLOSS
half3 specIBL = glossCubeLookup(_SpecCubeIBL, R, glossLod);
#else
half3 specIBL = specCubeLookup(_SpecCubeIBL, R)*spec.a;
#endif
OUT.Emission += specIBL.rgb * spec.rgb * _ExposureIBL.y;
#endif //DIFFUSE IBL
#ifdef MARMO_DIFFUSE_IBL
N = WorldNormalVector(IN,N); //N is in world-space
#ifdef MARMO_SKY_ROTATION
N = mulVec3(_SkyMatrix,N); //per-fragment matrix multiply, expensive
#endif
half3 diffIBL = diffCubeLookup(_DiffCubeIBL, N);
OUT.Emission += diffIBL * diff.rgb * _ExposureIBL.x;
#endif //GLOW
#ifdef MARMO_GLOW
half4 glow = tex2D(_Illum, uv_glow);
glow.rgb *= _GlowColor.rgb;
glow.rgb *= _GlowStrength;
glow.a *= _EmissionLM;
glow.rgb += OUT.Albedo * glow.a;
OUT.Emission += glow.rgb * _ExposureIBL.w;
#endif
}
#endif

IBL实现的两个关键函数:

half3 diffCubeLookup(samplerCUBE diffCube, float3 worldNormal)
{
half4 diff = texCUBE(diffCube, worldNormal);
return fromRGBM(diff);
}
half3 specCubeLookup(samplerCUBE specCube, float3 worldRefl)
{
half4 spec = texCUBE(specCube, worldRefl);
return fromRGBM(spec);
}

    IBL.diffuse使用world normal查询,IBL.specular使用world reflection查询。

宏定义解析:
MARMO_DIFFUSE_SPECULAR_COMBINED 
    Diffuse/Specular合并
    _MainTex.RGBA = RGB表示Diffuse,A表示Specular强度和Gloss
MARMO_PACKED_UV
    UV打包
#ifdef MARMO_PACKED_UV
o.texcoord.zw = v.texcoord1.xy;
#endif

MARMO_PACKED_VERTEX_COLOR
    顶点色打包
#ifdef MARMO_PACKED_VERTEX_COLOR
o.texcoord.zw = v.color.rg;
o.worldP.w = v.color.b;
#endif

Skyshop.代码解析的更多相关文章

  1. VBA常用代码解析

    031 删除工作表中的空行 如果需要删除工作表中所有的空行,可以使用下面的代码. Sub DelBlankRow() DimrRow As Long DimLRow As Long Dimi As L ...

  2. [nRF51822] 12、基础实验代码解析大全 · 实验19 - PWM

    一.PWM概述: PWM(Pulse Width Modulation):脉冲宽度调制技术,通过对一系列脉冲的宽度进行调制,来等效地获得所需要波形. PWM 的几个基本概念: 1) 占空比:占空比是指 ...

  3. [nRF51822] 11、基础实验代码解析大全 · 实验16 - 内部FLASH读写

     一.实验内容: 通过串口发送单个字符到NRF51822,NRF51822 接收到字符后将其写入到FLASH 的最后一页,之后将其读出并通过串口打印出数据. 二.nRF51822芯片内部flash知识 ...

  4. [nRF51822] 10、基础实验代码解析大全 · 实验15 - RTC

    一.实验内容: 配置NRF51822 的RTC0 的TICK 频率为8Hz,COMPARE0 匹配事件触发周期为3 秒,并使能了TICK 和COMPARE0 中断. TICK 中断中驱动指示灯D1 翻 ...

  5. [nRF51822] 9、基础实验代码解析大全 · 实验12 - ADC

    一.本实验ADC 配置 分辨率:10 位. 输入通道:5,即使用输入通道AIN5 检测电位器的电压. ADC 基准电压:1.2V. 二.NRF51822 ADC 管脚分布 NRF51822 的ADC ...

  6. java集合框架之java HashMap代码解析

     java集合框架之java HashMap代码解析 文章Java集合框架综述后,具体集合类的代码,首先以既熟悉又陌生的HashMap开始. 源自http://www.codeceo.com/arti ...

  7. Kakfa揭秘 Day8 DirectKafkaStream代码解析

    Kakfa揭秘 Day8 DirectKafkaStream代码解析 今天让我们进入SparkStreaming,看一下其中重要的Kafka模块DirectStream的具体实现. 构造Stream ...

  8. linux内存管理--slab及其代码解析

    Linux内核使用了源自于 Solaris 的一种方法,但是这种方法在嵌入式系统中已经使用了很长时间了,它是将内存作为对象按照大小进行分配,被称为slab高速缓存. 内存管理的目标是提供一种方法,为实 ...

  9. MYSQL常见出错mysql_errno()代码解析

    如题,今天遇到怎么一个问题, 在理论上代码是不会有问题的,但是还是报了如上的错误,把sql打印出來放到DB中却可以正常执行.真是郁闷,在百度里面 渡 了很久没有相关的解释,到时找到几个没有人回复的 & ...

随机推荐

  1. 往对象数组里面添加相同的key 不同的value 和删除相同的key值

    应用场景:后盾字段没有发给你  自己补充数据 <div v-for="item in list" :key="item.id"> <p> ...

  2. 爬虫之爬取豆瓣图书名字及ID

    from urllib import request from bs4 import BeautifulSoup as bs #爬取豆瓣最受关注图书榜 resp = request.urlopen(' ...

  3. css 文本外观属性(text) 和 字体样式属性(font)

    css文本 text外观属性 color: 颜色值(red,blue)十六进制 ,rgb letter-spacing: 字间距 px,em word-spacing: 单词间距 对中文无效 line ...

  4. C++ class外的 << 重载,输出流,重载示例。不应该定义类内的<<重载

    #include <iostream> // overloading "operator << " outside class // << 应该 ...

  5. 关于join的使用

    一.join的作用 join() 定义在Thread.java中.join() 的作用:让“主线程”等待“子线程”结束之后才能继续运行. // 主线程 public class Father exte ...

  6. JAVA多线程间隔时间段执行方法

    import java.util.Date; import java.util.Timer; import java.util.TimerTask; public class ManyProject ...

  7. bzoj2093 Frog

    题目链接 思路 非常有趣的一道题. 先考虑如何找出第K远的位置. 因为给出的序列是单调的,所以对于位置\(i\)的前\(K\)远位置肯定是一个包含位置\(i\)的长度为\(k+1\)的区间.我们用\( ...

  8. vue项目搭建介绍01

    目录 vue项目搭建介绍01 vue 项目框架环境搭建: 创建项目: vue 项目创建流程: vue项目搭建介绍01 vue 项目框架环境搭建: vue 项目框架: vue django(类似)(vu ...

  9. 第04组 Alpha事后诸葛亮

    一.组长博客:地址 二.Postmortem模板 设想和目标 1.我们的软件要解决什么问题?是否定义得很清楚?是否对典型用户和典型场景有清晰的描述? 我们要解决的问题是让大学生可以通过福鱼网站将暂时无 ...

  10. bootstrap-editable 中关于onEditableSave 回调

    问题描述 在对bootstrap-editable 进行编辑时,有两种使用方法:一种直接在每一个column中进行编辑保存,例如:{ title:'标题', field:'title', width: ...