├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── ArcHandWritePbr.mat │ ├── ArcHandWritePbr.mat.meta │ ├── ArcPbr.mat │ ├── ArcPbr.mat.meta │ ├── ArcPbr.meta │ ├── ArcPbr │ │ ├── ArcPbr1.mat │ │ ├── ArcPbr1.mat.meta │ │ ├── ArcPbr2.mat │ │ ├── ArcPbr2.mat.meta │ │ ├── ArcPbr3.mat │ │ ├── ArcPbr3.mat.meta │ │ ├── ArcPbr4.mat │ │ └── ArcPbr4.mat.meta │ ├── Detailed.mat │ ├── Detailed.mat.meta │ ├── DirectPbr.meta │ ├── DirectPbr │ │ ├── DirectPbr1.mat │ │ ├── DirectPbr1.mat.meta │ │ ├── DirectPbr2.mat │ │ ├── DirectPbr2.mat.meta │ │ ├── DirectPbr3.mat │ │ ├── DirectPbr3.mat.meta │ │ ├── DirectPbr4.mat │ │ └── DirectPbr4.mat.meta │ ├── FakePbr.mat │ ├── FakePbr.mat.meta │ ├── Lighting.mat │ ├── Lighting.mat.meta │ ├── Mat.mat │ ├── Mat.mat.meta │ ├── My Material.mat │ ├── My Material.mat.meta │ ├── Splats.mat │ ├── Splats.mat.meta │ ├── Standard.mat │ ├── Standard.mat.meta │ ├── Standard.meta │ ├── Standard │ │ ├── Standard1.mat │ │ ├── Standard1.mat.meta │ │ ├── Standard2.mat │ │ ├── Standard2.mat.meta │ │ ├── Standard3.mat │ │ ├── Standard3.mat.meta │ │ ├── Standard4.mat │ │ └── Standard4.mat.meta │ ├── StandardOpaque.mat │ ├── StandardOpaque.mat.meta │ ├── StandardTransparent.mat │ ├── StandardTransparent.mat.meta │ ├── UnlitOpaque.mat │ ├── UnlitOpaque.mat.meta │ ├── UnlitTransparent.mat │ └── UnlitTransparent.mat.meta ├── MyPipeline.meta ├── MyPipeline │ ├── MyPipelineAsset.asset │ ├── MyPipelineAsset.asset.meta │ ├── MyPipelineAsset.cs │ └── MyPipelineAsset.cs.meta ├── PBRScene.unity ├── PBRScene.unity.meta ├── Scenes.meta ├── Scenes │ ├── HandWritePbr.meta │ ├── HandWritePbr.unity │ ├── HandWritePbr.unity.meta │ ├── HandWritePbr │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── MyPipeline.cs │ └── MyPipeline.cs.meta ├── Shaders.meta ├── Shaders │ ├── ArcFakePbrShader.shader │ ├── ArcFakePbrShader.shader.meta │ ├── ArcHandWritePbr.shader │ ├── ArcHandWritePbr.shader.meta │ ├── ArcHandWritePbrExp.shader │ ├── ArcHandWritePbrExp.shader.meta │ ├── My First Lighting Shader.shader │ ├── My First Lighting Shader.shader.meta │ ├── My First Shader.shader │ ├── My First Shader.shader.meta │ ├── Texture Splatting.shader │ ├── Texture Splatting.shader.meta │ ├── Textured With Detail.shader │ └── Textured With Detail.shader.meta ├── TextureScene.unity ├── TextureScene.unity.meta ├── Textures.meta ├── Textures │ ├── 11_lambert1_AlbedoTransparency.png │ ├── 11_lambert1_AlbedoTransparency.png.meta │ ├── 11_lambert1_MetallicSmoothness.png │ ├── 11_lambert1_MetallicSmoothness.png.meta │ ├── Detail.meta │ ├── Detail │ │ ├── Grid Detail.png │ │ ├── Grid Detail.png.meta │ │ ├── Grid.png │ │ ├── Grid.png.meta │ │ ├── Marble Detail.png │ │ ├── Marble Detail.png.meta │ │ ├── Marble.png │ │ └── Marble.png.meta │ ├── Splat Maps.meta │ ├── Splat Maps │ │ ├── Binary Splat Map.png │ │ ├── Binary Splat Map.png.meta │ │ ├── RGB Splat Map.png │ │ └── RGB Splat Map.png.meta │ ├── Test Texture.png │ ├── Test Texture.png.meta │ ├── Text Texture.png │ ├── Text Texture.png.meta │ ├── ibl_brdf_lut.png │ └── ibl_brdf_lut.png.meta ├── mm_brdf.pdf ├── mm_brdf.pdf.meta ├── unity pbr.meta └── unity pbr │ ├── Height2.shader │ ├── Height2.shader.meta │ ├── desert_sandy_bedrock_clothcontrol_2.tga │ ├── desert_sandy_bedrock_clothcontrol_2.tga.meta │ ├── desert_sandy_bedrock_diffuse.tga │ ├── desert_sandy_bedrock_diffuse.tga.meta │ ├── desert_sandy_bedrock_normal.tga │ └── desert_sandy_bedrock_normal.tga.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/Materials.meta: 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65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 1, g: 1, b: 1, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/Materials/UnlitTransparent.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c5d0d000ab92fd84daff3198349456db 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/MyPipeline.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e395c55aee40ec40b42f066a0ae1fc3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/MyPipeline/MyPipelineAsset.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 5fd529c1544acdc46b3b19be67469e6f, type: 3} 13 | m_Name: MyPipelineAsset 14 | m_EditorClassIdentifier: 15 | -------------------------------------------------------------------------------- /Assets/MyPipeline/MyPipelineAsset.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df61e8e795cd5e046926a5cbf9b9b2c4 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/MyPipeline/MyPipelineAsset.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Experimental.Rendering; 3 | 4 | [CreateAssetMenu(menuName = "Rendering/My Pipeline")] 5 | public class MyPipelineAsset : RenderPipelineAsset 6 | { 7 | protected override IRenderPipeline InternalCreatePipeline() 8 | { 9 | return new MyPipeline(); 10 | } 11 | } -------------------------------------------------------------------------------- /Assets/MyPipeline/MyPipelineAsset.cs.meta: 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/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5adedf7d08642f3448a47339741eead1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/MyPipeline.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Experimental.Rendering; 4 | using Conditional = System.Diagnostics.ConditionalAttribute; 5 | 6 | public class MyPipeline : RenderPipeline{ //RenderPipeline是带有基础实现的IRenderPipeline接口 7 | public override void Render( 8 | ScriptableRenderContext renderContext, Camera[] cameras 9 | ) 10 | { 11 | base.Render(renderContext, cameras); // 不渲染任何东西只是检测有没有错,有错的话会输出错误信息 12 | 13 | //renderContext.DrawSkybox(cameras[0]); 14 | //renderContext.Submit(); 15 | 16 | //对每个相机做渲染 17 | foreach (var camera in cameras) 18 | { 19 | Render(renderContext, camera); 20 | } 21 | } 22 | 23 | CullResults cull; 24 | 25 | //初始化一个命令缓冲 26 | CommandBuffer cameraBuffer = new CommandBuffer 27 | { 28 | name = "Render Camera" 29 | }; 30 | 31 | void Render(ScriptableRenderContext context, Camera camera) 32 | { 33 | //获取剔除参数 34 | ScriptableCullingParameters cullingParameters; 35 | //使用该方法自动填充剔除参数 36 | if (!CullResults.GetCullingParameters(camera, out cullingParameters)) 37 | { 38 | return; 39 | } 40 | #if UNITY_EDITOR 41 | //手动将UI添加到scene界面,用于使UI在scene界面显示 42 | if (camera.cameraType == CameraType.SceneView) 43 | { 44 | //这行会在game界面再添加一次UI,导致game界面UI被渲染两次,故外部嵌套条件 45 | ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); 46 | } 47 | #endif 48 | 49 | //使用剔除参数进行剔除,获取剔除结果 50 | CullResults.Cull(ref cullingParameters, context, ref cull); //使用存起来的cull引用减少gc开销 51 | //CullResults cull = CullResults.Cull(ref cullingParameters, context); 这一行由于每帧要生成一个新的struct,生成了大量新gc 52 | 53 | //设置摄像机参数,包括vp矩阵 54 | context.SetupCameraProperties(camera); 55 | 56 | //CameraClearFlags由一系列表示各种状态的二进制位组成 57 | /*CameraClearFlags clearFlags = camera.clearFlags; 58 | cameraBuffer.ClearRenderTarget( 59 | (clearFlags & CameraClearFlags.Depth) != 0,//判断某一位是不是1 60 | (clearFlags & CameraClearFlags.Color) != 0, 61 | camera.backgroundColor 62 | );*/ 63 | 64 | //设置帧调试器采样 65 | cameraBuffer.BeginSample("Render Camera"); 66 | cameraBuffer.ClearRenderTarget(true, false, Color.clear); 67 | 68 | 69 | //绘制设置 70 | var drawSettings = new DrawRendererSettings( 71 | camera, new ShaderPassName("SRPDefaultUnlit") //传入Unity默认Unlit shader的名字 72 | ); 73 | //绘制不透明物体前设置物体的渲染次序,按zbuffer从近到远的次序渲染 74 | drawSettings.sorting.flags = SortFlags.CommonOpaque; 75 | 76 | //由于透明层不会绘制zbuffer,故若绘制次序在skybox之前一定会被skybox遮挡 77 | //过滤器设置,默认为空过滤所有东西,true表示不过滤任何东西全部显示 78 | var filterSettings = new FilterRenderersSettings(true) 79 | { 80 | renderQueueRange = RenderQueueRange.opaque//在绘制天空盒之前先设置只渲染opaque层以及之前(0-2500) 81 | }; 82 | 83 | //绘制一次(在天空盒前先绘制opaque层及之前) 84 | context.DrawRenderers( 85 | cull.visibleRenderers, ref drawSettings, filterSettings 86 | ); 87 | 88 | //画天空盒 89 | context.DrawSkybox(camera); 90 | 91 | //绘制透明物体前再次设置物体的渲染次序,因为透明物体需要blend,渲染次序和不透明物体反向,按zbuffer从远到近的次序渲染 92 | drawSettings.sorting.flags = SortFlags.CommonTransparent; 93 | //再将filter设置为transparent(2501-5000)用于绘制透明层 94 | filterSettings.renderQueueRange = RenderQueueRange.transparent; 95 | //第二次绘制,绘制透明层次 96 | context.DrawRenderers( 97 | cull.visibleRenderers, ref drawSettings, filterSettings 98 | ); 99 | 100 | DrawDefaultPipeline(context, camera); 101 | 102 | //帧调试器采样 103 | cameraBuffer.EndSample("Render Camera"); 104 | //执行命令缓冲区中的命令 105 | context.ExecuteCommandBuffer(cameraBuffer); 106 | //释放命令缓冲区 107 | cameraBuffer.Clear(); 108 | 109 | //之前只是把命令缓存了,submit函数执行缓存的命令 110 | context.Submit(); 111 | } 112 | 113 | Material errorMaterial; 114 | 115 | [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] 116 | void DrawDefaultPipeline(ScriptableRenderContext context, Camera camera) { 117 | if (errorMaterial == null) 118 | { 119 | Shader errorShader = Shader.Find("Hidden/InternalErrorShader"); 120 | errorMaterial = new Material(errorShader) 121 | { 122 | hideFlags = HideFlags.HideAndDontSave 123 | }; 124 | } 125 | 126 | var drawSettings = new DrawRendererSettings( 127 | camera, new ShaderPassName("ForwardBase") 128 | ); 129 | drawSettings.SetShaderPassName(1, new ShaderPassName("PrepassBase")); 130 | drawSettings.SetShaderPassName(2, new ShaderPassName("Always")); 131 | drawSettings.SetShaderPassName(3, new ShaderPassName("Vertex")); 132 | drawSettings.SetShaderPassName(4, new ShaderPassName("VertexLMRGBM")); 133 | drawSettings.SetShaderPassName(5, new ShaderPassName("VertexLM")); 134 | drawSettings.SetOverrideMaterial(errorMaterial, 0); 135 | 136 | var filterSettings = new FilterRenderersSettings(true); 137 | 138 | context.DrawRenderers( 139 | cull.visibleRenderers, ref drawSettings, filterSettings 140 | ); 141 | } 142 | } 143 | -------------------------------------------------------------------------------- /Assets/Scripts/MyPipeline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7ca13cad74ed9c47ae024ce83dd98a7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6918056eedf3346e3aeb681fac20c458 3 | folderAsset: yes 4 | timeCreated: 1458733744 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ArcFakePbrShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | Shader "Arc/MyFirstPbr" 3 | { 4 | Properties 5 | { 6 | _Tint ("Tint", Color) = (1 ,1 ,1 ,1) 7 | _MainTex ("Texture", 2D) = "white" {} 8 | [Gamma] _Metallic("Metallic", Range(0, 1)) = 0 9 | _Smoothness("Smoothness", Range(0, 1)) = 0.5 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Opaque" } 14 | LOD 100 15 | 16 | Pass 17 | { 18 | Tags { 19 | "LightMode" = "ForwardBase" 20 | } 21 | CGPROGRAM 22 | 23 | #pragma target 3.0 24 | 25 | #pragma vertex vert 26 | #pragma fragment frag 27 | 28 | #include "UnityPBSLighting.cginc" 29 | 30 | struct appdata 31 | { 32 | float4 vertex : POSITION; 33 | float3 normal : NORMAL; 34 | float2 uv : TEXCOORD0; 35 | }; 36 | 37 | struct v2f 38 | { 39 | float4 vertex : SV_POSITION; 40 | float2 uv : TEXCOORD0; 41 | float3 normal : TEXCOORD1; 42 | float3 worldPos : TEXCOORD2; 43 | }; 44 | 45 | float4 _Tint; 46 | float _Metallic; 47 | float _Smoothness; 48 | sampler2D _MainTex; 49 | float4 _MainTex_ST; 50 | 51 | v2f vert (appdata v) 52 | { 53 | v2f o; 54 | o.vertex = UnityObjectToClipPos(v.vertex); 55 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 56 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 57 | o.normal = UnityObjectToWorldNormal(v.normal); 58 | o.normal = normalize(o.normal); 59 | return o; 60 | } 61 | 62 | fixed4 frag (v2f i) : SV_Target 63 | { 64 | i.normal = normalize(i.normal); 65 | float3 lightDir = _WorldSpaceLightPos0.xyz; 66 | float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos); 67 | float3 lightColor = _LightColor0.rgb; 68 | 69 | float3 specularTint; 70 | float oneMinusReflectivity; 71 | float3 albedo = tex2D(_MainTex, i.uv).rgb * _Tint.rgb; 72 | albedo = DiffuseAndSpecularFromMetallic( // 从金属度生成漫反射颜色,镜面反射颜色等 73 | albedo, _Metallic, specularTint, oneMinusReflectivity 74 | ); 75 | 76 | UnityLight light; 77 | light.color = lightColor; 78 | light.dir = lightDir; 79 | light.ndotl = DotClamped(i.normal, lightDir); 80 | UnityIndirect indirectLight; 81 | indirectLight.diffuse = 0; 82 | indirectLight.specular = 0; 83 | 84 | return UNITY_BRDF_PBS( //生成直接光pbr结果 85 | albedo, specularTint, 86 | oneMinusReflectivity, _Smoothness, 87 | i.normal, viewDir, 88 | light, indirectLight 89 | ); 90 | 91 | } 92 | ENDCG 93 | } 94 | } 95 | } 96 | -------------------------------------------------------------------------------- /Assets/Shaders/ArcFakePbrShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 315a5778a3f225445902390bec4bed31 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ArcHandWritePbr.shader: -------------------------------------------------------------------------------- 1 | Shader "Arc/ArcHandWritePbr" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Tint("Tint", Color) = (1 ,1 ,1 ,1) 7 | [Gamma] _Metallic("Metallic", Range(0, 1)) = 0 //金属度要经过伽马校正 8 | _Smoothness("Smoothness", Range(0, 1)) = 0.5 9 | _LUT("LUT", 2D) = "white" {} 10 | } 11 | 12 | SubShader 13 | { 14 | Tags { "RenderType"="Opaque" } 15 | LOD 100 16 | 17 | Pass 18 | { 19 | Tags { 20 | "LightMode" = "ForwardBase" 21 | } 22 | CGPROGRAM 23 | 24 | 25 | #pragma target 3.0 26 | 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | 30 | #include "UnityStandardBRDF.cginc" 31 | 32 | struct appdata 33 | { 34 | float4 vertex : POSITION; 35 | float3 normal : NORMAL; 36 | float2 uv : TEXCOORD0; 37 | }; 38 | 39 | struct v2f 40 | { 41 | float4 vertex : SV_POSITION; 42 | float2 uv : TEXCOORD0; 43 | float3 normal : TEXCOORD1; 44 | float3 worldPos : TEXCOORD2; 45 | }; 46 | 47 | float4 _Tint; 48 | float _Metallic; 49 | float _Smoothness; 50 | sampler2D _MainTex; 51 | float4 _MainTex_ST; 52 | sampler2D _LUT; 53 | 54 | v2f vert (appdata v) 55 | { 56 | v2f o; 57 | o.vertex = UnityObjectToClipPos(v.vertex); 58 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 59 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 60 | o.normal = UnityObjectToWorldNormal(v.normal); 61 | o.normal = normalize(o.normal); 62 | return o; 63 | } 64 | 65 | float3 fresnelSchlickRoughness(float cosTheta, float3 F0, float roughness) 66 | { 67 | return F0 + (max(float3(1.0 - roughness, 1.0 - roughness, 1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); 68 | } 69 | 70 | fixed4 frag (v2f i) : SV_Target 71 | { 72 | i.normal = normalize(i.normal); 73 | float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); 74 | float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); 75 | float3 lightColor = _LightColor0.rgb; 76 | float3 halfVector = normalize(lightDir + viewDir); //半角向量 77 | 78 | float perceptualRoughness = 1 - _Smoothness; 79 | 80 | float roughness = perceptualRoughness * perceptualRoughness; 81 | float squareRoughness = roughness * roughness; 82 | 83 | float nl = max(saturate(dot(i.normal, lightDir)), 0.000001);//防止除0 84 | float nv = max(saturate(dot(i.normal, viewDir)), 0.000001); 85 | float vh = max(saturate(dot(viewDir, halfVector)), 0.000001); 86 | float lh = max(saturate(dot(lightDir, halfVector)), 0.000001); 87 | float nh = max(saturate(dot(i.normal, halfVector)), 0.000001); 88 | 89 | //漫反射部分 90 | float3 Albedo = _Tint * tex2D(_MainTex, i.uv); 91 | //float4 diffuseResult = float4(Albedo.rgb, 1);//理论上要除pi 但是unity为了保证效果和legacy效果差不多所以主光源没有除 92 | //UnitystandardBRDF.cginc 271行 93 | //环境光 94 | float3 ambient = 0.03 * Albedo; 95 | 96 | //镜面反射部分 97 | //D是镜面分布函数,从统计学上估算微平面的取向 98 | float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);//Unity把roughness lerp到了0.002 99 | float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI); 100 | 101 | //几何遮蔽G 说白了就是高光 102 | float kInDirectLight = pow(squareRoughness + 1, 2) / 8; 103 | float kInIBL = pow(squareRoughness, 2) / 8; 104 | float GLeft = nl / lerp(nl, 1, kInDirectLight); 105 | float GRight = nv / lerp(nv, 1, kInDirectLight); 106 | float G = GLeft * GRight; 107 | 108 | //菲涅尔F 109 | 110 | //unity_ColorSpaceDielectricSpec.rgb这玩意大概是float3(0.04, 0.04, 0.04),就是个经验值 111 | float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic); 112 | //float3 F = lerp(pow((1 - max(vh, 0)),5), 1, F0);//是hv不是nv 113 | float3 F = F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh); 114 | //镜面反射结果 115 | float3 SpecularResult = (D * G * F * 0.25)/(nv * nl); 116 | 117 | //漫反射系数 118 | float3 kd = (1 - F)*(1 - _Metallic); 119 | 120 | //直接光照部分结果 121 | float3 specColor = SpecularResult * lightColor * nl * FresnelTerm(1, lh) * UNITY_PI; 122 | float3 diffColor = kd * Albedo * lightColor * nl; 123 | float3 DirectLightResult = diffColor + specColor; 124 | 125 | 126 | //ibl部分 127 | half3 ambient_contrib = ShadeSH9(float4(i.normal, 1)); 128 | /* 129 | half3 ambient_contrib = 0.0; 130 | ambient_contrib.r = dot(unity_SHAr, half4(i.normal, 1.0)); 131 | ambient_contrib.g = dot(unity_SHAg, half4(i.normal, 1.0)); 132 | ambient_contrib.b = dot(unity_SHAb, half4(i.normal, 1.0)); 133 | */ 134 | 135 | float3 iblDiffuse = max(half3(0, 0, 0), ambient + ambient_contrib); 136 | 137 | float mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); 138 | float3 reflectVec = reflect(-viewDir, i.normal); 139 | 140 | half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS; 141 | half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectVec, mip); //根据粗糙度生成lod级别对贴图进行三线性采样 142 | 143 | float3 iblSpecular = DecodeHDR(rgbm, unity_SpecCube0_HDR); 144 | 145 | float2 envBDRF = tex2D(_LUT, float2(lerp(0, 0.99 ,nv), lerp(0, 0.99, roughness))).rg; // LUT采样 146 | 147 | float3 Flast = fresnelSchlickRoughness(max(nv, 0.0), F0, roughness); 148 | float kdLast = (1 - Flast) * (1 - _Metallic); 149 | 150 | float3 iblDiffuseResult = iblDiffuse * kdLast * Albedo; 151 | float3 iblSpecularResult = iblSpecular * (Flast * envBDRF.r + envBDRF.g); 152 | float3 IndirectResult = iblDiffuseResult + iblSpecularResult; 153 | 154 | /* 155 | float surfaceReduction = 1.0 / (roughness*roughness + 1.0); //Liner空间 156 | //float surfaceReduction = 1.0 - 0.28*roughness*perceptualRoughness; //Gamma空间 157 | 158 | float oneMinusReflectivity = 1 - max(max(SpecularResult.r, SpecularResult.g), SpecularResult.b); 159 | float grazingTerm = saturate(_Smoothness + (1 - oneMinusReflectivity)); 160 | float4 IndirectResult = float4(iblDiffuse * kdLast * Albedo + iblSpecular * surfaceReduction * FresnelLerp(F0, grazingTerm, nv), 1); 161 | */ 162 | 163 | float4 result = float4(DirectLightResult +IndirectResult, 1); 164 | 165 | return result; 166 | } 167 | 168 | ENDCG 169 | } 170 | } 171 | } 172 | 173 | 174 | -------------------------------------------------------------------------------- /Assets/Shaders/ArcHandWritePbr.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8373ec6034f952548a5147c5d3bf758d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ArcHandWritePbrExp.shader: -------------------------------------------------------------------------------- 1 | Shader "Arc/ArcHandWritePbrExp" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | _Tint("Tint", Color) = (1 ,1 ,1 ,1) 7 | [Gamma] _Metallic("Metallic", Range(0, 1)) = 0 //金属度要经过伽马校正 8 | _Smoothness("Smoothness", Range(0, 1)) = 0.5 9 | _LUT("LUT", 2D) = "white" {} 10 | } 11 | 12 | SubShader 13 | { 14 | Tags { "RenderType" = "Opaque" } 15 | LOD 100 16 | 17 | Pass 18 | { 19 | Tags { 20 | "LightMode" = "ForwardBase" 21 | } 22 | CGPROGRAM 23 | 24 | 25 | #pragma target 3.0 26 | 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | 30 | #include "UnityStandardBRDF.cginc" 31 | 32 | struct appdata 33 | { 34 | float4 vertex : POSITION; 35 | float3 normal : NORMAL; 36 | float2 uv : TEXCOORD0; 37 | }; 38 | 39 | struct v2f 40 | { 41 | float4 vertex : SV_POSITION; 42 | float2 uv : TEXCOORD0; 43 | float3 normal : TEXCOORD1; 44 | float3 worldPos : TEXCOORD2; 45 | }; 46 | 47 | float4 _Tint; 48 | float _Metallic; 49 | float _Smoothness; 50 | sampler2D _MainTex; 51 | float4 _MainTex_ST; 52 | sampler2D _LUT; 53 | 54 | v2f vert(appdata v) 55 | { 56 | v2f o; 57 | o.vertex = UnityObjectToClipPos(v.vertex); 58 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 59 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 60 | o.normal = UnityObjectToWorldNormal(v.normal); 61 | o.normal = normalize(o.normal); 62 | return o; 63 | } 64 | 65 | float3 fresnelSchlickRoughness(float cosTheta, float3 F0, float roughness) 66 | { 67 | return F0 + (max(float3(1 ,1, 1) * (1 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); 68 | } 69 | 70 | fixed4 frag(v2f i) : SV_Target 71 | { 72 | i.normal = normalize(i.normal); 73 | float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); 74 | float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); 75 | float3 lightColor = _LightColor0.rgb; 76 | float3 halfVector = normalize(lightDir + viewDir); //半角向量 77 | 78 | float perceptualRoughness = 1 - _Smoothness; 79 | 80 | float roughness = perceptualRoughness * perceptualRoughness; 81 | float squareRoughness = roughness * roughness; 82 | 83 | float nl = max(saturate(dot(i.normal, lightDir)), 0.000001);//防止除0 84 | float nv = max(saturate(dot(i.normal, viewDir)), 0.000001); 85 | float vh = max(saturate(dot(viewDir, halfVector)), 0.000001); 86 | float lh = max(saturate(dot(lightDir, halfVector)), 0.000001); 87 | float nh = max(saturate(dot(i.normal, halfVector)), 0.000001); 88 | 89 | float3 Albedo = _Tint * tex2D(_MainTex, i.uv); 90 | 91 | float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);//Unity把roughness lerp到了0.002 92 | float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI); 93 | 94 | float kInDirectLight = pow(squareRoughness + 1, 2) / 8; 95 | float kInIBL = pow(squareRoughness, 2) / 8; 96 | float GLeft = nl / lerp(nl, 1, kInDirectLight); 97 | float GRight = nv / lerp(nv, 1, kInDirectLight); 98 | float G = GLeft * GRight; 99 | 100 | float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic); 101 | float3 F = F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh); 102 | 103 | float3 SpecularResult = (D * G * F * 0.25) / (nv * nl); 104 | 105 | //漫反射系数 106 | float3 kd = (1 - F)*(1 - _Metallic); 107 | 108 | //直接光照部分结果 109 | float3 specColor = SpecularResult * lightColor * nl * UNITY_PI; 110 | float3 diffColor = kd * Albedo * lightColor * nl; 111 | float3 DirectLightResult = diffColor + specColor; 112 | 113 | half3 ambient_contrib = ShadeSH9(float4(i.normal, 1)); 114 | 115 | float3 ambient = 0.03 * Albedo; 116 | 117 | float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib); 118 | 119 | float mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); 120 | float3 reflectVec = reflect(-viewDir, i.normal); 121 | 122 | half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS; 123 | half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectVec, mip); //根据粗糙度生成lod级别对贴图进行三线性采样 124 | 125 | float3 iblSpecular = DecodeHDR(rgbm, unity_SpecCube0_HDR); 126 | 127 | float2 envBDRF = tex2D(_LUT, float2(lerp(0, 0.99, nv), lerp(0, 0.99, roughness))).rg; // LUT采样 128 | 129 | float3 Flast = fresnelSchlickRoughness(max(nv, 0.0), F0, roughness); 130 | float kdLast = (1 - Flast) * (1 - _Metallic); 131 | 132 | float3 iblDiffuseResult = iblDiffuse * kdLast * Albedo; 133 | float3 iblSpecularResult = iblSpecular * (Flast * envBDRF.r + envBDRF.g); 134 | float3 IndirectResult = iblDiffuseResult + iblSpecularResult; 135 | 136 | float4 result = float4(DirectLightResult + IndirectResult, 1); 137 | 138 | return result; 139 | } 140 | 141 | ENDCG 142 | } 143 | } 144 | } 145 | 146 | 147 | 148 | -------------------------------------------------------------------------------- /Assets/Shaders/ArcHandWritePbrExp.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc1dba61fb0ffae4ca2c3f07a69a6bac 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/My First Lighting Shader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/My First Lighting Shader" { 4 | 5 | Properties { 6 | _Tint ("Tint", Color) = (1, 1, 1, 1) 7 | _MainTex ("Albedo", 2D) = "white" {} 8 | [Gamma] _Metallic ("Metallic", Range(0, 1)) = 0 9 | _Smoothness ("Smoothness", Range(0, 1)) = 0.1 10 | } 11 | 12 | SubShader { 13 | 14 | Pass { 15 | Tags { 16 | "LightMode" = "ForwardBase" 17 | } 18 | 19 | CGPROGRAM 20 | 21 | #pragma target 3.0 22 | 23 | #pragma vertex MyVertexProgram 24 | #pragma fragment MyFragmentProgram 25 | 26 | #include "UnityPBSLighting.cginc" 27 | 28 | float4 _Tint; 29 | sampler2D _MainTex; 30 | float4 _MainTex_ST; 31 | 32 | float _Metallic; 33 | float _Smoothness; 34 | 35 | struct VertexData { 36 | float4 position : POSITION; 37 | float3 normal : NORMAL; 38 | float2 uv : TEXCOORD0; 39 | }; 40 | 41 | struct Interpolators { 42 | float4 position : SV_POSITION; 43 | float2 uv : TEXCOORD0; 44 | float3 normal : TEXCOORD1; 45 | float3 worldPos : TEXCOORD2; 46 | }; 47 | 48 | Interpolators MyVertexProgram (VertexData v) { 49 | Interpolators i; 50 | i.position = UnityObjectToClipPos(v.position); 51 | i.worldPos = mul(unity_ObjectToWorld, v.position); 52 | i.normal = UnityObjectToWorldNormal(v.normal); 53 | i.uv = TRANSFORM_TEX(v.uv, _MainTex); 54 | return i; 55 | } 56 | 57 | float4 MyFragmentProgram (Interpolators i) : SV_TARGET { 58 | i.normal = normalize(i.normal); 59 | float3 lightDir = _WorldSpaceLightPos0.xyz; 60 | float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos); 61 | 62 | float3 lightColor = _LightColor0.rgb; 63 | float3 albedo = tex2D(_MainTex, i.uv).rgb * _Tint.rgb; 64 | 65 | float3 specularTint; 66 | float oneMinusReflectivity; 67 | albedo = DiffuseAndSpecularFromMetallic( 68 | albedo, _Metallic, specularTint, oneMinusReflectivity 69 | ); 70 | 71 | UnityLight light; 72 | light.color = lightColor; 73 | light.dir = lightDir; 74 | light.ndotl = DotClamped(i.normal, lightDir); 75 | 76 | UnityIndirect indirectLight; 77 | indirectLight.diffuse = 0; 78 | indirectLight.specular = 0; 79 | 80 | return UNITY_BRDF_PBS( 81 | albedo, specularTint, 82 | oneMinusReflectivity, _Smoothness, 83 | i.normal, viewDir, 84 | light, indirectLight 85 | ); 86 | } 87 | 88 | ENDCG 89 | } 90 | } 91 | } -------------------------------------------------------------------------------- /Assets/Shaders/My First Lighting Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 507e5419769c64e00932f47c2307f9fa 3 | timeCreated: 1464173512 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/My First Shader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/My First Shader" { 4 | 5 | Properties { 6 | _Tint ("Tint", Color) = (1, 1, 1, 1) 7 | _MainTex ("Texture", 2D) = "white" {} 8 | } 9 | 10 | SubShader { 11 | 12 | Pass { 13 | CGPROGRAM 14 | 15 | #pragma vertex MyVertexProgram 16 | #pragma fragment MyFragmentProgram 17 | 18 | #include "UnityCG.cginc" 19 | 20 | float4 _Tint; 21 | sampler2D _MainTex; 22 | float4 _MainTex_ST; 23 | 24 | struct VertexData { 25 | float4 position : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct Interpolators { 30 | float4 position : SV_POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | Interpolators MyVertexProgram (VertexData v) { 35 | Interpolators i; 36 | i.position = UnityObjectToClipPos(v.position); 37 | i.uv = TRANSFORM_TEX(v.uv, _MainTex); 38 | return i; 39 | } 40 | 41 | float4 MyFragmentProgram (Interpolators i) : SV_TARGET { 42 | return tex2D(_MainTex, i.uv) * _Tint; 43 | } 44 | 45 | ENDCG 46 | } 47 | } 48 | } -------------------------------------------------------------------------------- /Assets/Shaders/My First Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2eed94e2395f7474a8bd62fac01b807b 3 | timeCreated: 1458733625 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Texture Splatting.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/Texture Splatting" { 4 | 5 | Properties { 6 | _MainTex ("Splat Map", 2D) = "white" {} 7 | [NoScaleOffset] _Texture1 ("Texture 1", 2D) = "white" {} 8 | [NoScaleOffset] _Texture2 ("Texture 2", 2D) = "white" {} 9 | [NoScaleOffset] _Texture3 ("Texture 3", 2D) = "white" {} 10 | [NoScaleOffset] _Texture4 ("Texture 4", 2D) = "white" {} 11 | } 12 | 13 | SubShader { 14 | 15 | Pass { 16 | CGPROGRAM 17 | 18 | #pragma vertex MyVertexProgram 19 | #pragma fragment MyFragmentProgram 20 | 21 | #include "UnityCG.cginc" 22 | 23 | sampler2D _MainTex; 24 | float4 _MainTex_ST; 25 | 26 | sampler2D _Texture1, _Texture2, _Texture3, _Texture4; 27 | 28 | struct VertexData { 29 | float4 position : POSITION; 30 | float2 uv : TEXCOORD0; 31 | }; 32 | 33 | struct Interpolators { 34 | float4 position : SV_POSITION; 35 | float2 uv : TEXCOORD0; 36 | float2 uvSplat : TEXCOORD1; 37 | }; 38 | 39 | Interpolators MyVertexProgram (VertexData v) { 40 | Interpolators i; 41 | i.position = UnityObjectToClipPos(v.position); 42 | i.uv = TRANSFORM_TEX(v.uv, _MainTex); 43 | i.uvSplat = v.uv; 44 | return i; 45 | } 46 | 47 | float4 MyFragmentProgram (Interpolators i) : SV_TARGET { 48 | float4 splat = tex2D(_MainTex, i.uvSplat); 49 | return 50 | tex2D(_Texture1, i.uv) * splat.r + 51 | tex2D(_Texture2, i.uv) * splat.g + 52 | tex2D(_Texture3, i.uv) * splat.b + 53 | tex2D(_Texture4, i.uv) * (1 - splat.r - splat.g - splat.b); 54 | } 55 | 56 | ENDCG 57 | } 58 | } 59 | } -------------------------------------------------------------------------------- /Assets/Shaders/Texture Splatting.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c17e8e51caec46ca9fb36ace9d9f91f 3 | timeCreated: 1461769570 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Textured With Detail.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/Textured With Detail" { 4 | 5 | Properties { 6 | _Tint ("Tint", 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-------------------------------------------------------------------------------- /Assets/mm_brdf.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Arcob/UnityPbrRendering/33d20d939c9c7201b00adda34e2eaaf3ef9143b8/Assets/mm_brdf.pdf -------------------------------------------------------------------------------- /Assets/mm_brdf.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd911c5d14321de46a55c459c6812534 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/unity pbr.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e705681fa63e0b640aabddab21c899ee 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/unity pbr/Height2.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Height2" 2 | { 3 | Properties 4 | { 5 | _base("BaseTexture",2D) = "white"{} 6 | _MainTex ("HeightTexture", 2D) = "white" {} 7 | _normal ("normal",2D)= "bump"{} 8 | _Scele("Scale",Range(0,1))=0.01 9 | _minlayer("MiniScale",Range(2,60))=10 10 | _maxlayer("MaxLayer",Range(10,700))=50 11 | _roughness("roughness",Range(0,1)) = 1 12 | _metal("metal",Range(0,1)) = 0 13 | } 14 | SubShader 15 | { 16 | Tags { "RenderType"="Opaque" } 17 | LOD 100 18 | 19 | Pass 20 | { 21 | Name "FORWARD" 22 | Tags{ 23 | "LightMode"="ForwardBase" 24 | } 25 | 26 | //Cull Front 27 | CGPROGRAM 28 | #include "AutoLight.cginc" 29 | #include "lighting.cginc" 30 | #include "UnityCG.cginc" 31 | // #include "UnityPBSLighting.cginc" 32 | 33 | 34 | #pragma multi_compile_fwdbase_fullshadows 35 | #pragma vertex vert 36 | #pragma fragment frag 37 | #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight 38 | // make fog work 39 | #pragma multi_compile_fog 40 | 41 | #include "UnityCG.cginc" 42 | 43 | 44 | 45 | 46 | // struct appdata 47 | // { 48 | // float4 vertex : POSITION; 49 | // float2 uv : TEXCOORD0; 50 | // float3 normal : NORMAL; 51 | // float4 tangent : TANGENT; 52 | // }; 53 | 54 | struct v2f 55 | { 56 | float2 uv : TEXCOORD0; 57 | float4 pos : SV_POSITION; 58 | float4 posWorld : TEXCOORD1; 59 | float3 normalDir :TEXCOORD2; 60 | float3 tangentDir : TEXCOORD3; 61 | float3 bittangentDir : TEXCOORD4; 62 | fixed3 ambient : COLOR0; 63 | LIGHTING_COORDS(5,6) 64 | //SHADOW_COORDS(7) 65 | //SHADOW_COORDS(7) 66 | //float3 viewDir : TEXCOORD1; 67 | }; 68 | 69 | sampler2D _MainTex; 70 | sampler2D _normal; 71 | sampler2D _base; 72 | float _Scele; 73 | float _minlayer; 74 | float _maxlayer; 75 | float4 _MainTex_ST; 76 | float4 _normal_ST; 77 | float4 _base_ST; 78 | half _roughness ; 79 | half _metal ; 80 | 81 | 82 | 83 | //视差贴图函数 84 | float2 parallaxmaping(in float3 tangentT,in float3 V ,in v2f X,in float2 T,out float ParallaxHeight) 85 | { 86 | 87 | float3 normalDirection = X.normalDir; 88 | 89 | float3 TangentVD = tangentT; 90 | // float3 TangentColor = TangentVD.rgb; 91 | //fixed4 finalTangentColor = fixed4(TangentColor,1);//viewDir.xyz,1 92 | 93 | 94 | //用于控制迭代层数 95 | int nNamberSamples =(int) (lerp(_minlayer,_maxlayer,1-dot(normalDirection,V))); 96 | 97 | float layerheight = 1.0 / nNamberSamples; 98 | float currentHeight = 0; 99 | float2 currentTextureCoords = T; 100 | float h =1-tex2D(_MainTex,currentTextureCoords).a; 101 | //float heightFromTexture = tex2D(_MainTex,currentTextureCoords).r; 102 | 103 | //这边是用来计算视差偏移的 104 | float2 p = _Scele*TangentVD.xy/TangentVD.z/nNamberSamples ; 105 | 106 | [unroll(60)] 107 | while(h > currentHeight) 108 | { 109 | 110 | currentHeight += layerheight; 111 | currentTextureCoords -= p; 112 | h =1-tex2D(_MainTex,currentTextureCoords).a; 113 | // if (h<=currentHeight) 114 | // { 115 | // break; 116 | // } 117 | } 118 | 119 | float2 prevTCoords = currentTextureCoords + p; 120 | float nextH = h - currentHeight ; 121 | float prevH = (1-tex2D(_MainTex,prevTCoords).a) - currentHeight + layerheight ; 122 | 123 | float weight = nextH/(nextH - prevH); 124 | 125 | float2 finalTexcoods = prevTCoords * weight + currentTextureCoords * (1.0-weight) ; 126 | ParallaxHeight = currentHeight + prevH * weight + nextH * (1.0 - weight); 127 | 128 | 129 | 130 | 131 | 132 | 133 | return finalTexcoods; 134 | } 135 | 136 | 137 | //shadow 138 | float ParallaxSoftShadow (in float3 lightD,in float3 L , in float3 normalD, in float2 initialTexCoord ,in float initialHeight) 139 | { 140 | float shadowMultiplier = 1; 141 | 142 | float minLayers = 1; 143 | float maxLayers = 24; 144 | 145 | // calculate lighting only for surface oriented to the light source 146 | if(dot(normalD, lightD) > 0) 147 | { 148 | // calculate initial parameter 149 | float numSamplesUnderSurface = 0; 150 | shadowMultiplier = 0; 151 | float numLayers = lerp(maxLayers, minLayers, abs(dot(normalD, lightD))); 152 | float layerHeight = initialHeight / numLayers; 153 | float2 texStep = _Scele * L.xy / L.z / numLayers; 154 | 155 | // current parameters 156 | float currentLayerHeight = initialHeight - layerHeight; 157 | float2 currentTextureCoords = initialTexCoord + texStep; 158 | float heightFromTexture = (1-tex2D(_MainTex,currentTextureCoords).a); 159 | int stepIndex = 1; 160 | 161 | // while point is below depth 0.0 ) 162 | [unroll(24)] 163 | while(currentLayerHeight > 0) 164 | { 165 | // if point is under the surface 166 | if(heightFromTexture < currentLayerHeight) 167 | { 168 | // calculate partial shadowing factor 169 | numSamplesUnderSurface += 1; 170 | float newShadowMultiplier = (currentLayerHeight - heightFromTexture) * 171 | (1.0 - stepIndex / numLayers); 172 | shadowMultiplier = max(shadowMultiplier, newShadowMultiplier); 173 | } 174 | 175 | // offset to the next layer 176 | stepIndex += 1; 177 | currentLayerHeight -= layerHeight; 178 | currentTextureCoords += texStep; 179 | heightFromTexture = (1-tex2D(_MainTex,currentTextureCoords).a); 180 | } 181 | 182 | // Shadowing factor should be 1 if there were no points under the surface 183 | if(numSamplesUnderSurface < 1) 184 | { 185 | shadowMultiplier = 1; 186 | } 187 | else 188 | { 189 | shadowMultiplier = pow(1 - shadowMultiplier,16); 190 | } 191 | } 192 | else{ 193 | shadowMultiplier = 0; 194 | } 195 | return shadowMultiplier; 196 | } 197 | 198 | 199 | 200 | 201 | v2f vert (appdata_full v) 202 | { 203 | v2f o; 204 | o.normalDir = UnityObjectToWorldNormal(v.normal); 205 | o.tangentDir =normalize(mul(unity_ObjectToWorld,float4(v.tangent.xyz,0.0)).xyz); 206 | o.bittangentDir =normalize(cross(o.normalDir,o.tangentDir)*v.tangent.w); 207 | o.posWorld = mul(unity_ObjectToWorld,v.vertex); 208 | o.pos = UnityObjectToClipPos(v.vertex); 209 | o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); 210 | //光线 211 | TRANSFER_VERTEX_TO_FRAGMENT(o) 212 | 213 | //o.ambient = ShadeSH9(half4(o.normalDir,1)); 214 | //TRANSFER_SHADOW(O) 215 | //TRANSFER_SHADOW(o) 216 | return o; 217 | } 218 | 219 | fixed4 frag (v2f i) : SV_Target 220 | { 221 | float attenuation = LIGHT_ATTENUATION(i); 222 | 223 | 224 | float3x3 tangentTransform = float3x3(i.tangentDir,i.bittangentDir,i.normalDir); 225 | 226 | 227 | 228 | //视线方向 229 | float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); 230 | 231 | float ParallaxHeight = 0; 232 | 233 | //NORMAL 234 | i.normalDir = normalize(i.normalDir); 235 | 236 | float3 TangentVD = mul(tangentTransform,viewDirection).xyz; 237 | 238 | 239 | float2 po =parallaxmaping(TangentVD,viewDirection,i,i.uv,ParallaxHeight); 240 | 241 | 242 | //光线方向 243 | float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); 244 | 245 | //Half 246 | float3 HalfDir = normalize(lightDirection + viewDirection); 247 | 248 | float3 TangentLD =normalize(mul(tangentTransform,lightDirection)); 249 | 250 | 251 | 252 | 253 | 254 | 255 | 256 | float3 Basecolor = tex2D(_base,po);//Basecolor 257 | 258 | 259 | //TEXTURE 260 | float RouG = tex2D(_MainTex,po).g ;//Roughness 261 | float AO = tex2D(_MainTex,po).b ; 262 | float Metal = tex2D(_MainTex,po).r; 263 | 264 | //float3 ParallaxTexNor = tex2D(_normal) 265 | float me = pow(_metal*Metal,2.19); 266 | AO = pow(AO,2.19); 267 | 268 | //normal map部分 269 | float3 _normal_var = UnpackNormal(tex2D(_normal,po)); 270 | float3 normalaLocal = float3(_normal_var.x,-1*_normal_var.y,_normal_var.z); 271 | float3 normalDirectionMap = normalize(mul(normalaLocal,tangentTransform)); 272 | 273 | 274 | //SELFSHADOW ??????????????????????????????????????????????????????????????????????????? 275 | float SelfShadow = ParallaxSoftShadow (lightDirection,TangentLD, normalDirectionMap , po ,1-tex2D(_MainTex,po).a); 276 | 277 | 278 | 279 | //HighLight 280 | float lh = max(0.00001,dot(lightDirection,HalfDir)); 281 | float PI = 3.141592653589793238462 ; 282 | float hfdot =max(0.00001,dot(HalfDir,normalDirectionMap)); 283 | float h2 = hfdot*hfdot ; 284 | float r1 = pow(_roughness*RouG,2.19); 285 | float r2 = r1*r1; 286 | float D =r2/(PI*(h2*(r2-1)+1)*(h2*(r2-1)+1)); 287 | 288 | //Lambert 289 | float ln = max(0,dot(lightDirection,normalDirectionMap)); 290 | float vn = max(0,dot(viewDirection,normalDirectionMap)); 291 | float k = ((r1 + 1)*(r1 + 1))/8 ; 292 | float G =(ln /lerp(ln,1,k)) * (vn/lerp(vn,1,k)); 293 | 294 | //Fresnel 295 | float F0 = lerp(0.04,Basecolor.r,_metal*Metal) ; 296 | float F = lerp((pow((1-vn),5)),1,F0) ; 297 | 298 | //漫反射部分 299 | float3 DiffuseReflection = Basecolor ; 300 | 301 | //DGF配平镜面反射部分 302 | // float DGF = (D*G*F) / (4*(vn)*(ln)) ; 303 | float ln2 = max(0.7,ln); // 这边0.7也是瞎加的 304 | float vn2 = max(0.001,vn); // 这边0.001也是瞎加的 配平系数 305 | float DGF = (D*G*F) / (4*(vn2)*(ln2)) ; 306 | 307 | 308 | 309 | //ambient 310 | i.ambient = ShadeSH9(half4(normalDirectionMap,1)); 311 | 312 | //reflection 313 | half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.posWorld)); 314 | half3 worldRefl = reflect(-worldViewDir, normalDirectionMap); 315 | half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldRefl,_roughness*9*RouG); 316 | half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR); 317 | 318 | //FinalColor 319 | float3 finalColor = 320 | (( 321 | 322 | DiffuseReflection * (i.ambient + fixed3(G,G,G)*attenuation*_LightColor0.rgb*SelfShadow) * (1-me) *(1-F) //漫反射 323 | // /PI //能量守恒?????? 324 | + DGF*attenuation*_LightColor0.rgb *SelfShadow 325 | + skyColor * F *saturate(1-r1) //这边1是瞎配的 326 | //+ HighLight d 327 | ) 328 | // *ln 329 | // *PI 330 | 331 | // +i.ambient*0.1 332 | // +skyColor*0.1 333 | ) 334 | *AO 335 | 336 | ; 337 | // fixed shadow = SHADOW_ATTENUATION(i); 338 | 339 | 340 | 341 | 342 | 343 | 344 | 345 | //fixed4 f = fixed4 (finalColor.r,0,0,1); 346 | 347 | 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