前情提要:
讲求基本算法
Unity3d 基于物理渲染Physically-Based Rendering之specular BRDF
plus篇
Unity3d 基于物理渲染Physically-Based Rendering之实现
最后我们用fragment shader 实现,加上diffuse漫反射,代码和之前的surface差不多,只是多了reflect方向的计算,reflect方向的计算方法为用CG函数库中函数reflect,
float3 reflect(float3 i, float3 n);
i为in入射方向,n为normal发现方向,此处入射方向为view direction。
float3 refDir = reflect(-viewDir,N);
参考了下SIGGRAPH 2013中虚幻引擎的diffuse
他们的方法为new diffuse = diffuse color/π。
把π改为可控参数就好,调成我们想要的效果。
建立了一个外部变量_ReflAmount为cubeMap和diffuse的比重,_ReflAmount越高反射周围景物越明显
这是本文实现效果
_ReflAmount = 0.5
_ReflAmount = 0
有没有要滴出血的感觉?
_ReflAmount = 1
高大上的丝袜黑
_ReflAmount = 1
_ReflAmount = 0
_ReflAmount = 0.5
与unity作比较:
diffuse:
specular:
这是虚幻引擎在 SIGGRAPH 2013 发表的效果:
可惜我没有那么高大上的模型做实验,可惜了,就用人脸做代替
代码如下:
Shader "Custom/reflect new ops3" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _Maintint("Main Color", Color) = (1, 1, 1, 1) _Cubemap("CubeMap", CUBE) = ""{} _SC("Specular Color", Color) = (1, 1, 1, 1) _GL("gloss", Range(0, 1)) = 0.5 _nMips("nMipsF", Range(0, 5)) = 0.5 _ReflAmount("Reflection Amount", Range(0.01, 1)) = 0.5 } SubShader{ pass{//平行光的的pass渲染 Tags{ "LightMode" = "ForwardBase" } Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _LightColor0; samplerCUBE _Cubemap; float4 _SC; float _GL; float4 _Maintint; float _nMips; float _ReflAmount; uniform sampler2D _MainTex; float4 _MainTex_ST; struct v2f { float4 pos : SV_POSITION; float2 uv_MainTex : TEXCOORD0; float3 lightDir : TEXCOORD1; float3 viewDir : TEXCOORD2; float3 normal : TEXCOORD3; }; v2f vert(appdata_full v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex);//切换到世界坐标 o.normal = v.normal; o.lightDir = ObjSpaceLightDir(v.vertex); o.viewDir = ObjSpaceViewDir(v.vertex); o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } #define PIE 3.1415926535 float4 frag(v2f i) :COLOR { float3 viewDir = normalize(i.viewDir); float3 lightDir = normalize(i.lightDir); float3 H = normalize(lightDir + viewDir); float3 N = normalize(i.normal); float _SP = pow(8192, _GL); float d = (_SP + 2) / (8 * PIE) * pow(dot(N, H), _SP); // float f = _SC + (1 - _SC)*pow((1 - dot(H, lightDir)), 5); float f = _SC + (1 - _SC)*pow(2, -10 * dot(H, lightDir)); float k = min(1, _GL + 0.545); float v = 1 / (k* dot(viewDir, H)*dot(viewDir, H) + (1 - k)); float all = d*f*v; // float3 refDir = N - lightDir / 2;//H float3 refDir = reflect(-viewDir,N); float3 ref = texCUBElod(_Cubemap, float4(refDir, _nMips - _GL*_nMips)).rgb;//* _ReflAmount; float3 c = tex2D(_MainTex, i.uv_MainTex); float3 diff = dot(lightDir, N); // diff /= PIE; diff = (1 - all)*diff; // return float4(c *(diff + all), 1) * _LightColor0; return float4(lerp(c, ref, _ReflAmount) *(diff*_Maintint + all), 1)*_LightColor0; // return float4(ref*((_Maintint+0.2) * (1 - dot(lightDir, N))) + c *(diff*_Maintint + all), 1)*_LightColor0; // return float4(lerp(c, ref, _ReflAmount) *(diff*(_Maintint + 0.2)* (1 - dot(lightDir, N)) + all), 1)*_LightColor0; } ENDCG } } }
----- by wolf96