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以下是一个使用CG语言编写的基本PBR着色器,包含漫反射、镜面反射、菲涅尔效应和能量守恒定律。该着色器使用顶点着色器+片元着色器的形式,并可以在Unity中运行。
顶点着色器:
```cg
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
};
v2f vert (appdata v) {
v2f o;
// Transform the position and normal to world space
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0)).xyz);
return o;
}
```
片元着色器:
```cg
v2f IN;
float _Metallic; // Metallic factor of the material (0-1)
float _Roughness; // Roughness factor of the material (0-1)
float3 _AlbedoColor; // Base color of the material
// Calculate Fresnel reflectance using Schlick's approximation
float SchlickFresnel(float u) {
return lerp(pow(1.0 - u, 5.0), 1.0, max(u, 0.04));
}
// Calculate GGX distribution function for microfacet specular reflection
float GGX_Distribution(float NdotH) {
float a = pow(_Roughness + 1.00001 - NdotH * NdotH , 2.0);
return a / (3.14159 * pow(_Roughness + 1.00001, 2.0) * pow(NdotH * NdotH - 1.00001 + _Roughness, 2.0));
}
// Calculate Smith's masking-shadowing function for microfacet specular reflection
float GGX_Smith(float NdotV, float NdotL) {
float k = (_Roughness + 1) * (_Roughness + 1) / 8;
float G_V = NdotV / (NdotV * (1 - k) + k);
float G_L = NdotL / (NdotL * (1 - k) + k);
return G_V * G_L;
}
// Calculate the color of the material at this fragment
fixed4 frag(v2f i): SV_Target {
float3 V = normalize(UnityWorldSpaceViewDir(i.worldPos)); // View vector in world space
float3 L = normalize(_WorldSpaceLightPos0.xyz - i.worldPos); // Light vector in world space
float3 H = normalize(V+L); // Halfway vector between view and light vectors
// Calculate diffuse component using Lambertian reflectance model
float NoL_Diffuse = max(dot(i.worldNormal,L),0);
// Calculate specular component using Cook-Torrance BRDF
float NoH_Specular= max(dot(i.worldNormal,H),0);
// Apply Fresnel reflectance to specular component
float F_Specular= SchlickFresnel(max(dot(H,V),0));
// Calculate GGX distribution and Smith's masking-shadowing functions for specular component
float D_GGX= GGX_Distribution(NoH_Specular);
float S_GGX= GGX_Smith(max(dot(i.worldNormal,V),0), max(dot(i.worldNormal,L),0));
// Calculate final specular component
float3 F0 = lerp(float3(0.04, 0.04, 0.04), _AlbedoColor.rgb, _Metallic);
float3 Specular = (D_GGX * S_GGX * F_Specular) / (4 * max(dot(i.worldNormal,L), 1e-5));
Specular *= F_Specular;
Specular *= lerp(1.00001 - _Roughness, 1.00001, _Metallic);
// Apply energy conservation to the material color
float3 Diffuse = (_AlbedoColor.rgb - F0) * (1 - _Metallic);
Diffuse *= (1 - pow(NoL_Diffuse,5));
return fixed4(Diffuse + Specular + F0 , 1);
}
```
在Unity中使用该着色器,需要将其保存为一个.cginc文件,并在材质的Shader代码中引用它。例如:
```cg
Shader "Custom/PBR" {
Properties {
// Material properties
_Albedo ("Base Color", Color) = (1, 1, 1)
_Metallic ("Metallic", Range(0., 1.)) = .5
_Roughness ("Smoothness", Range(0., 1.)) = .5
// Light properties
[PerRendererData]_MainTex("Texture",2D)="white"{}
[UnityEngine.LightUsageAttribute(UnityEngine.LightUsage.MainLight)]
[NoScaleOffset][HDR]_LightColor("Light Color",color)=(color.white)
[NoScaleOffset]_WorldSpaceLightPos0("Light Position",Vector)=(0,1,0,1)
}
SubShader {
Tags {"Queue"="Transparent"}
Pass {
CGPROGRAM
#include "PBR.cginc"
// Vertex shader
#pragma vertex vert
// Fragment shader
#pragma fragment frag
// Material properties
float _Metallic;
float _Roughness;
float3 _AlbedoColor;
// Light properties
float4 _MainTex_ST;
sampler2D _MainTex;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
half2 uv : TEXCOORD0;
};
struct v2f {
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
half2 uv:TEXCOORD2;
};
v2f vert (appdata v) {
v2f o;
// Transform the position and normal to world space
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv=v.uv.xy*_MainTex_ST.xy+_MainTex_ST.zw;//纹理坐标的变换,这里不是重点,就不详细讲解了。
o.worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0)).xyz);
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 col= tex2D(_MainTex,i.uv);
return col * frag(i);
}
ENDCG
}
}
FallBack "Diffuse"
}
```
在上面的代码中,我们引用了PBR.cginc文件,并将着色器的顶点着色器和片元着色器分别设置为vert和frag。我们还定义了材质的属性(_Albedo、_Metallic和_Roughness),以及光源的属性(_MainTex、_LightColor和_WorldSpaceLightPos0)。在片元着色器中,我们首先获取纹理颜色,然后将其与PBR计算结果相乘并返回。
使用这个基本的PBR着色器可以让你在Unity中创建更真实的材质效果。当然,如果你想要更高级或更复杂的效果,你可能需要进一步修改这个代码来满足你特定的需求。
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