Unity PBR学习(二) 一个简单的IBL

35 篇文章 4 订阅

上一篇文章我们说了 BRDF
https://blog.csdn.net/A13155283231/article/details/111665581
这篇来说说IBL部分 (虽然也是复制粘贴😂)
直接跳过lightmap部分哈

在这里插入图片描述

引入

这部分就没啥公式了,我的简单理解就是
Unity内置的Standard的IBL就是利用三个元素

  • cubemap (由probe采样得到,存入unity_SpecCube0)
  • mipmap
  • roughness
  1. 然后利用反射公式采样那张贴图(cubemap)
  2. 利用roughness来控制mipmap的级别,从而根据粗糙度得到更模糊的图像

代码部分

上完整 shader

Shader "Unlit/MyBRDFIBL"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Smoothness("Smoothness",Range(0,1))=0.5
    }
    SubShader
    {
        Tags { "RenderType"="Opaque"}

        Pass
        {
            Tags {"LightMode"="ForwardBase"}
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase

            #include "UnityCG.cginc"
            #include "UnityShaderVariables.cginc"
            #include "UnityStandardConfig.cginc"
            #include "UnityLightingCommon.cginc"

            struct a2v
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal:NORMAL;
                float4 tangent:TANGENT;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 normal:TEXCOORD1;
                float3 tangent:TEXCOORD3;
                float2 uv : TEXCOORD0;
                float3 worldPos:TEXCOORD2;
            };

            #define PI 3.14159265f

            sampler2D _MainTex;
            float4 _MainTex_ST;
            half _Smoothness;

            // Pow5 uses the same amount of instructions as generic pow(), but has 2 advantages:
            // 1) better instruction pipelining
            // 2) no need to worry about NaNs
            inline half Pow5 (half x)
            {
                return x*x * x*x * x;
            }

            inline half2 Pow5 (half2 x)
            {
                return x*x * x*x * x;
            }

            inline half3 Pow5 (half3 x)
            {
                return x*x * x*x * x;
            }

            inline half4 Pow5 (half4 x)
            {
                return x*x * x*x * x;
            }

            // Smoothness is the user facing name
            // it should be perceptualSmoothness but we don't want the user to have to deal with this name
            half SmoothnessToRoughness(half smoothness)
            {
                return (1 - smoothness) * (1 - smoothness);
            }

            float SmoothnessToPerceptualRoughness(float smoothness)
            {
                return (1 - smoothness);
            }

            float PerceptualRoughnessToRoughness(float perceptualRoughness)
            {
                return perceptualRoughness * perceptualRoughness;
            }

            half RoughnessToPerceptualRoughness(half roughness)
            {
                return sqrt(roughness);
            }

            half perceptualRoughnessToMipmapLevel(half perceptualRoughness)
            {
                return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
            }

            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.worldPos = mul(unity_ObjectToWorld,v.vertex);
                o.normal = UnityObjectToWorldNormal(v.normal);
                o.tangent = UnityObjectToWorldNormal(v.tangent);
                return o;
            }


            // Note: Disney diffuse must be multiply by diffuseAlbedo / PI. This is done outside of this function.
            half DisneyDiffuse(half NdotV, half NdotL, half LdotH, half perceptualRoughness)
            {
                half fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness;
                // Two schlick fresnel term
                half lightScatter   = (1 + (fd90 - 1) * Pow5(1 - NdotL));
                half viewScatter    = (1 + (fd90 - 1) * Pow5(1 - NdotV));

                return lightScatter * viewScatter;
            }

            // Ref: http://jcgt.org/published/0003/02/03/paper.pdf
            inline float SmithJointGGXVisibilityTerm (float NdotL, float NdotV, float roughness)
            {

                // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
                float a = roughness;
                float lambdaV = NdotL * (NdotV * (1 - a) + a);
                float lambdaL = NdotV * (NdotL * (1 - a) + a);

                #if defined(SHADER_API_SWITCH)
                    return 0.5f / (lambdaV + lambdaL + 1e-4f); // work-around against hlslcc rounding error
                #else
                    return 0.5f / (lambdaV + lambdaL + 1e-5f);
                #endif
            }

            inline float GGXTerm (float NdotH, float roughness)
            {
                float a2 = roughness * roughness;
                float d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad
                return UNITY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile,
                // therefore epsilon is smaller than what can be represented by half
            }

            inline half3 FresnelTerm (half3 F0, half cosA)
            {
                half t = Pow5 (1 - cosA);   // ala Schlick interpoliation
                return F0 + (1-F0) * t;
            }

            inline half3 FresnelLerp (half3 F0, half3 F90, half cosA)
            {
                half t = Pow5 (1 - cosA);   // ala Schlick interpoliation
                return lerp (F0, F90, t);
            }

            half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBE(tex), half4 hdr, half3 worldViewDir, half3 Normal, half roughness)
            {
                half perceptualRoughness = roughness /* perceptualRoughness */ ;

                // TODO: CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution!
                // For now disabled
                #if 0
                    float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter
                    const float fEps = 1.192092896e-07F;        // smallest such that 1.0+FLT_EPSILON != 1.0  (+1e-4h is NOT good here. is visibly very wrong)
                    float n =  (2.0/max(fEps, m*m))-2.0;        // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf

                    n /= 4;                                     // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html

                    perceptualRoughness = pow( 2/(n+2), 0.25);      // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness)
                #else
                    // MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does.
                    perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness);
                #endif


                half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness);
                half3 R = reflect(-worldViewDir, Normal);
                half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip);

                return DecodeHDR(rgbm, hdr);
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)) ;
                float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)) ;
                float3 worldNormal = normalize(i.normal);
                float3 worldTangent = normalize(i.tangent);
                float3 worldHalfDir = normalize(worldViewDir + worldLightDir);

                half NoH = saturate(dot(worldNormal, worldHalfDir));
                half VoH = saturate(dot(worldViewDir, worldHalfDir));
                half NoV = saturate(dot(worldNormal, worldViewDir));
                half NoL = saturate(dot(worldNormal, worldLightDir));
                half LoV = saturate(dot(worldLightDir, worldViewDir));
                half LoH = saturate(dot(worldLightDir, worldHalfDir));

                float perceptualRoughness = SmoothnessToPerceptualRoughness (_Smoothness);
                half3 diffuse = DisneyDiffuse(NoH, NoL, LoH, perceptualRoughness) * NoL;
                float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
                roughness = max(roughness, 0.002);
                float V = SmithJointGGXVisibilityTerm (NoL, NoV, roughness);
                float D = GGXTerm (NoH, roughness);
                float3 F = FresnelTerm (half3(1,1,1), LoH);
                float specularTerm = V * D * PI;
                specularTerm = max(0, specularTerm * NoL);
                // specularTerm *= any(specColor) ? 1.0 : 0.0;

                half3 specular = specularTerm * F;

                half3 ibl = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube1_HDR, worldViewDir, worldNormal, perceptualRoughness);

                half grazingTerm = saturate(_Smoothness/*  + (1-oneMinusReflectivity) */);
                col.xyz =   diffuse * _LightColor0.rgb 
                + specular * _LightColor0.rgb
                + ibl * FresnelLerp(half3(1,1,1) /* specColor */, grazingTerm, NoV);

                col.xyz = col.xyz / 2;
                return col;
            }
            ENDCG
        }
    }
}

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