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URP标准光照模型

URP标准光照模型

作者: BacteriumFox | 来源:发表于2021-01-10 12:27 被阅读0次

    URP标准光照模型

    该节对之前学习的纹理、阴影、透明效果、多光源处理进行了一个汇总,并对代码进行了一定的优化。

    效果图

    思路

    在Shader中设置了三个Bool变量和对应的关键字,用于分别控制透明度裁剪功能、法线纹理功能和多光源计算功能的开启和关闭;这一来达到一个Shader多次利用。

    使用到的语法

    • 通过传入对象空间下坐标,返回一个结构体,该结构体持有不同空间下转换后的坐标

      VertexPositionInputs positionInputs = GetVertexPositionInputs(v.positionOS.xyz);

      //"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
      VertexPositionInputs GetVertexPositionInputs(float3 positionOS)
      {
          VertexPositionInputs input;
          input.positionWS = TransformObjectToWorld(positionOS);
          input.positionVS = TransformWorldToView(input.positionWS);
          input.positionCS = TransformWorldToHClip(input.positionWS);
          
          float4 ndc = input.positionCS * 0.5f;
          input.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
          input.positionNDC.zw = input.positionCS.zw;
              
          return input;
      }
      
    • 通过传入对象空间下的法线与切线,返回世界空间下切线相关的向量

      VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, v.tangentOS);

      //"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
      VertexNormalInputs GetVertexNormalInputs(float3 normalOS)
      {
          VertexNormalInputs tbn;
          tbn.tangentWS = real3(1.0, 0.0, 0.0);
          tbn.bitangentWS = real3(0.0, 1.0, 0.0);
          tbn.normalWS = TransformObjectToWorldNormal(normalOS);
          return tbn;
      }
      
      VertexNormalInputs GetVertexNormalInputs(float3 normalOS, float4 tangentOS)
      {
          VertexNormalInputs tbn;
      
          // mikkts space compliant. only normalize when extracting normal at frag.
          real sign = tangentOS.w * GetOddNegativeScale();
          tbn.normalWS = TransformObjectToWorldNormal(normalOS);
          tbn.tangentWS = TransformObjectToWorldDir(tangentOS.xyz);
          tbn.bitangentWS = cross(tbn.normalWS, tbn.tangentWS) * sign;
          return tbn;
      }
      

    完整代码

    Shader "URP/MultiLightShadowNormalMapAlphaTest"
    {
        Properties
        {
            // 基础纹理
            [MainColor] _BaseColor ("Color", Color) = (0.5, 0.5, 0.5, 1)
            [MainTexture] _BaseMap ("Albedo", 2D) = "white" { }
            
            // 透明度裁剪
            [Toggle(_ALPHATEST_ON)] _EnableAlphaTest ("Alpha Cutoff", Float) = 0.0
            _Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
            
            // 法线贴图
            [Toggle(_NORMALMAP)] _EnableBumpMap ("Bump Map", Float) = 0.0
            _BumpScale ("Normal Scale", Float) = 1.0
            _BumpMap ("Normal Map", 2D) = "bump" { }
            
            // 漫反射叠加颜色
            _Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
            // 高光反射叠加颜色
            _Specular ("Specular", Color) = (1, 1, 1, 1)
            // 高光系数
            _Gloss ("Gloss", Range(8.0, 256)) = 20
            
            // 是否计算多光源
            [Toggle(_AdditionalLights)] _AddLights ("AddLights", Float) = 1
        }
        SubShader
        {
            Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
            
            
            HLSLINCLUDE
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            
            CBUFFER_START(UnityPerMaterial)
            float4 _BaseColor;
            float4 _BaseMap_ST;
            half _Cutoff;
            float4 _BumpMap_ST;
            float _BumpScale;
            float4 _Diffuse;
            float4 _Specular;
            float _Gloss;
            CBUFFER_END
            ENDHLSL
            
            Pass
            {
                Tags { "LightMode" = "UniversalForward" }
                Cull Off
                HLSLPROGRAM
                
                // 设置关键字
                #pragma shader_feature _NORMALMAP
                #pragma shader_feature _ALPHATEST_ON
                #pragma shader_feature _AdditionalLights
                
                // 接收阴影所需关键字
                #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
                #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
                #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
                #pragma multi_compile _ _SHADOWS_SOFT
                
                #pragma vertex vert
                #pragma fragment frag
                
                #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
                #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
                #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
                
                
                TEXTURE2D(_BaseMap);
                SAMPLER(sampler_BaseMap);
                TEXTURE2D(_BumpMap);
                SAMPLER(sampler_BumpMap);
                
                
                struct Attributes
                {
                    float4 positionOS: POSITION;//位置
                    float3 normalOS: NORMAL;//法线
                    float4 tangentOS: TANGENT;//切线
                    float2 texcoord: TEXCOORD0;//纹理坐标
                };
                
                struct Varyings
                {
                    float4 positionCS: SV_POSITION;
                    float2 uv: TEXCOORD0;
                    float3 positionWS: TEXCOORD1;
                    
                    #ifdef _NORMALMAP//如果使用了法线贴图
                        float4 normalWS: TEXCOORD3;    // xyz: normal, w: viewDir.x
                        float4 tangentWS: TEXCOORD4;    // xyz: tangent, w: viewDir.y
                        float4 bitangentWS: TEXCOORD5;    // xyz: bitangent, w: viewDir.z
                    #else
                        float3 normalWS: TEXCOORD3;
                        float3 viewDirWS: TEXCOORD4;
                    #endif
                };
                
                
                
                Varyings vert(Attributes v)
                {
                    Varyings o;
                    // 获取不同空间下坐标信息
                    VertexPositionInputs positionInputs = GetVertexPositionInputs(v.positionOS.xyz);
                    o.positionCS = positionInputs.positionCS;
                    o.positionWS = positionInputs.positionWS;
                    
                    
                    o.uv = TRANSFORM_TEX(v.texcoord, _BaseMap);
                    
                    // 获取世界空间下法线相关向量
                    VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, v.tangentOS);
                    // 视角方向
                    half3 viewDirWS = GetCameraPositionWS() - positionInputs.positionWS;
                    
                    #ifdef _NORMALMAP// 如果使用了法线贴图
                        o.normalWS = half4(normalInput.normalWS, viewDirWS.x);
                        o.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
                        o.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
                    #else
                        o.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
                        o.viewDirWS = viewDirWS;
                    #endif
                    
                    return o;
                }
                
                /// albedo:反射系数
                /// lightColor:光源颜色
                /// lightDirectionWS:世界空间下光线方向
                /// lightAttenuation:光照衰减
                /// normalWS:世界空间下法线
                /// viewDirectionWS:世界空间下视角方向
                half3 LightingBased(half3 albedo, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)
                {
                    // 兰伯特漫反射计算
                    half NdotL = saturate(dot(normalWS, lightDirectionWS));
                    half3 radiance = lightColor * (lightAttenuation * NdotL) * _Diffuse.rgb;
                    // BlinnPhong高光反射
                    half3 halfDir = normalize(lightDirectionWS + viewDirectionWS);
                    half3 specular = lightColor * pow(saturate(dot(normalWS, halfDir)), _Gloss) * _Specular.rgb;
                    
                    return(radiance + specular) * albedo;
                }
                // 计算漫反射与高光
                half3 LightingBased(half3 albedo, Light light, half3 normalWS, half3 viewDirectionWS)
                {
                    // 注意light.distanceAttenuation * light.shadowAttenuation,这里已经将距离衰减与阴影衰减进行了计算
                    return LightingBased(albedo, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS);
                }
                
                half4 frag(Varyings i): SV_Target
                {
                    half3 viewDirWS ;
                    half3 normalWS;
                    
                    #ifdef _NORMALMAP// 是否使用法线纹理
                        viewDirWS = half3(i.normalWS.w, i.tangentWS.w, i.bitangentWS.w);
                        //可以使用该方法替代下面的法线纹理采样,但是需要引用函数库ShaderLibrary/SurfaceInput.hlsl
                        //half3 normalTS = SampleNormal(i.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
                        //or
                        half3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, i.uv), _BumpScale);
                        normalWS = TransformTangentToWorld(normalTS, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));
                    #else
                        viewDirWS = i.viewDirWS;
                        normalWS = i.normalWS;
                    #endif
                    
                    normalWS = NormalizeNormalPerPixel(normalWS);
                    viewDirWS = SafeNormalize(viewDirWS);
                    
                    //纹理采样
                    //可以使用该方法替代下面的纹理采集操作,但是需要引用函数库ShaderLibrary/SurfaceInput.hlsl
                    //half4 albedoAlpha = SampleAlbedoAlpha(i.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
                    // or
                    half4 albedoAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
                    
                    // 透明度裁剪
                    //可以使用该方法替代下面的裁剪操作,但是需要引用函数库ShaderLibrary/SurfaceInput.hlsl
                    //half alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
                    //or
                    #if defined(_ALPHATEST_ON)
                        clip(albedoAlpha.a - _Cutoff);
                    #endif
                    
                    // 漫反射系数
                    //half3 albedo = albedoAlpha.rgb * _BaseColor.rgb;
                    // or
                    half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv).rgb * _BaseColor.rgb;
                    
                    // 获取阴影坐标
                    float4 shadowCoord = TransformWorldToShadowCoord(i.positionWS.xyz);
                    
                    // 计算主光源与阴影
                    Light mainLight = GetMainLight(shadowCoord);
                    half3 diffuse = LightingBased(albedo, mainLight, normalWS, viewDirWS);
                    
                    // 计算其他光源与阴影
                    // 需要将光源组件的ShadowType参数打开,并且将管线中的CastShadows勾选,副光源才会产生阴影
                    #ifdef _AdditionalLights
                        uint pixelLightCount = GetAdditionalLightsCount();
                        for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++ lightIndex)
                        {
                            Light light = GetAdditionalLight(lightIndex, i.positionWS);
                            diffuse += LightingBased(albedo, light, normalWS, viewDirWS);
                        }
                    #endif
                    
                    // 计算环境光
                    half3 ambient = SampleSH(normalWS) * albedo;
                    return half4(ambient + diffuse, 1.0);
                }
                
                ENDHLSL
                
            }
            
            // 计算阴影的Pass
            Pass
            {
                Name "ShadowCaster"
                Tags { "LightMode" = "ShadowCaster" }
                Cull Off
                ZWrite On
                ZTest LEqual
                
                HLSLPROGRAM
                
                // 设置关键字
                #pragma shader_feature _ALPHATEST_ON
                
                #pragma vertex vert
                #pragma fragment frag
                
                #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
                #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
                #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
                
                float3 _LightDirection;
                
                struct Attributes
                {
                    float4 positionOS: POSITION;
                    float3 normalOS: NORMAL;
                    float2 texcoord: TEXCOORD0;
                };
                
                struct Varyings
                {
                    float2 uv: TEXCOORD0;
                    float4 positionCS: SV_POSITION;
                };
                
                TEXTURE2D(_BaseMap);
                SAMPLER(sampler_BaseMap);
                
                // 获取裁剪空间下的阴影坐标
                float4 GetShadowPositionHClips(Attributes input)
                {
                    float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
                    float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
                    // 获取阴影专用裁剪空间下的坐标
                    float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
                    
                    // 判断是否是在DirectX平台翻转过坐标
                    #if UNITY_REVERSED_Z
                        positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
                    #else
                        positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
                    #endif
                    
                    return positionCS;
                }
                
                Varyings vert(Attributes input)
                {
                    Varyings output;
                    output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
                    output.positionCS = GetShadowPositionHClips(input);
                    return output;
                }
                
                
                half4 frag(Varyings input): SV_TARGET
                {
                    //可以使用该方法替代下面的裁剪操作,但是需要引用函数库ShaderLibrary/SurfaceInput.hlsl
                    //Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
                    //or
                    half4 albedoAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
                    #if defined(_ALPHATEST_ON)
                        clip(albedoAlpha.a - _Cutoff);
                    #endif
                    
                    return 0;
                }
                
                ENDHLSL            
            }
        }
        FallBack "Packages/com.unity.render-pipelines.universal/FallbackError"
    }
    
    

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