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| Shader "Test/SimplePBR" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1) //_MainTex ("Main Tex", 2D) = "white" {} _Specular ("Specular Color", Color) = (1, 1, 1, 1) _Metalness ("Metalness", Range(0.0, 1.0)) = 0.5 _Roughness ("RoughNess", Range(0.05, 1.0)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} CGINCLUDE // 菲涅尔近似(Schlick) float3 fresnelSchlick(float cosTheta, float3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); }
// GGX 法线分布函数 float GGX_Distribution(float NdotH, float alpha) { float a2 = alpha * alpha; float denom = NdotH * NdotH * (a2 - 1.0) + 1.0; return a2 / (3.14159 * denom * denom); }
// Smith 几何遮蔽函数(GGX 联合形式) float SmithGeometry(float NdotV, float NdotL, float alpha) { float k = alpha / 2.0; // 直接光照下的 k float GGXV = NdotV / (NdotV * (1.0 - k) + k); float GGXL = NdotL / (NdotL * (1.0 - k) + k); return GGXV * GGXL; } ENDCG
Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma multi_compile_fwdbase #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Color; //sampler2D _MainTex; //float4 _MainTex_ST; fixed4 _Specular; float _Metalness; float _Roughness;
struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD1; float3 worldNormal : TEXCOORD2; float4 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); //o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; return o; } fixed4 frag(v2f i) : SV_Target { float3 worldPos = i.worldPos; float3 worldNormal = i.worldNormal;
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 albedo = _Specular.rgb; float NdotL = max(0, dot(worldNormal, lightDir)); float NdotH = max(0, dot(worldNormal, halfDir)); float VdotH = max(0, dot(viewDir, halfDir)); float NdotV = max(0, dot(worldNormal, viewDir));
// 漫反射部分(Lambertian, 能量守恒) float3 F0 = lerp(float3(0.04, 0.04, 0.04), albedo, _Metalness); // 基础反射率 float3 F = fresnelSchlick(VdotH, F0); // 菲涅尔项 float3 kD = (1.0 - F) * (1.0 - _Metalness); // 漫反射比例
float3 diffuse = kD * albedo / 3.14159;
// 镜面反射部分(GGX + Smith + Schlick) float alpha = _Roughness * _Roughness; float D = GGX_Distribution(NdotH, alpha); // 法线分布 float G = SmithGeometry(NdotV, NdotL, alpha); // 几何遮蔽 float3 specular = F * D * G / (4.0 * NdotV * NdotL + 0.0001);
// 直接光照 float3 radiance = _LightColor0 * NdotL; float3 directLight = (diffuse + specular) * radiance;
// 环境光照(简易) float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * 0.3;
float3 finalColor = directLight + ambient;
return fixed4(finalColor, 1.0); } ENDCG } Pass { Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma multi_compile_fwdadd _LIGHTINGMODEL_LAMBERT _LIGHTINGMODEL_PHONG _LIGHTINGMODEL_BLINNPHONG
// #pragma multi_compile_fwdadd_fullshadows #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Color; fixed4 _Specular; float _Metalness; float _Roughness; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD1; float3 worldNormal : TEXCOORD2; float4 uv : TEXCOORD0; SHADOW_COORDS(3) }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldNormal = normalize(mul(v.normal, (float3x3)unity_ObjectToWorld)); //o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; TRANSFER_SHADOW(o); return o; } fixed4 frag(v2f i) : SV_Target { float3 worldPos = i.worldPos; float3 worldNormal = i.worldNormal; UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 albedo = _Specular.rgb; float NdotL = max(0, dot(worldNormal, lightDir)); float NdotH = max(0, dot(worldNormal, halfDir)); float VdotH = max(0, dot(viewDir, halfDir)); float NdotV = max(0, dot(worldNormal, viewDir));
// 漫反射部分(Lambertian, 能量守恒) float3 F0 = lerp(0.04, albedo, _Metalness); // 基础反射率 float3 F = fresnelSchlick(VdotH, F0); // 菲涅尔项 float3 kD = (1.0 - F) * (1.0 - _Metalness); // 漫反射比例
float3 diffuse = kD * albedo / 3.14159;
// 镜面反射部分(GGX + Smith + Schlick) float alpha = _Roughness * _Roughness; float D = GGX_Distribution(NdotH, alpha); // 法线分布 float G = SmithGeometry(NdotV, NdotL, alpha); // 几何遮蔽 float3 specular = F * D * G / (4.0 * NdotV * NdotL + 0.0001);
// 直接光照 float3 radiance = _LightColor0 * NdotL; float3 directLight = (diffuse + specular) * radiance;
// 环境光照(简易) float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * 0.03;
return fixed4(directLight +ambient, 1.0); } ENDCG } } FallBack "Specular" }
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