Unity Shader 之 不锈钢(各向异性材质)
常见的实现方案
- 思路:
先求出半角向量halfVector
再求法线方向与光照方向的点积NdotL
半角向量与各向异性方向点积HdotA
求出各向异性:
sin((半角向量与各向异性方向点积+偏移值)的弧度值 * 180)
再根据各向异性求出反光强度spec
最后与光照颜色等进行整合 主要代码:
inline fixed4 LightingAnisotropic (SurfaceAnisoOutput s, fixed3 lightDir, half3 viewDir, fixed atten) { fixed3 halfVector = normalize(normalize(lightDir) + normalize(viewDir));//normalize()函数把向量转化成单位向量 float NdotL = saturate(dot(s.Normal, lightDir)); fixed HdotA = dot(normalize(s.Normal + s.AnisoDirection), halfVector); float aniso = max(0, sin(radians((HdotA + _AnisoOffset) * 180f)));//radians()函数将角度值转换为弧度值 float spec = saturate(pow(aniso, s.Gloss * 128) * s.Specular);//saturate(x)函数 如果x小于0返回 0;如果x大于1返回1;否则返回x;把x限制在0-1 fixed4 c; c.rgb = ((s.Albedo * _LightColor0.rgb * NdotL) + (_LightColor0.rgb * _SpecularColor.rgb * spec)) * (atten * 2); c.a = 1.0; return c; }
效果图:
参考链接:http://blog.csdn.net/wolf96/article/details/41843973
本文的实现方案
- 公式:公式采用的是Ward 92年在 Measuring and modeling anisotropic reflection中提出的。
各项异性材质是BRDF的一部分, 有关BRDF的论文很多, 这里推荐一篇Physically-Based Shading at Disney by Brent Burley, Walt Disney Animation Studios [Revised Aug 31, 2012. Corrected normalization factor in Equation 4.], 在这篇论文中还讲到了关于各项异性的几篇文章包括Walter在2005年在 Notes on the Ward BRDF中提出了对Ward各项异性材质公式的一些优化算法, 以及Pacanowski在2012年在Oliver Salazar Celis中提出的关于各项异性材质的新的公式。 有兴趣的童鞋可以试试。 本文中用到的贴图
Shader中的主要代码
float _Diffuse, _Specular;
float _Gloss;
float _AnisoX, _AnisoY, _AnisoAngle, _AnisoIntensity;
sampler2D _AnisoTexture; float4 _AnisoTexture_ST;
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 worldPos : TEXCOORD0;
float2 texcoord : TEXCOORD1;
LIGHTING_COORDS(3, 4)
};
void vert(in appdata_tan v, out v2f output)
{
output.pos = UnityObjectToClipPos(v.vertex);
output.normal = v.normal;
output.tangent = v.tangent;
output.worldPos = mul(unity_ObjectToWorld, v.vertex);
output.worldPos /= output.worldPos.w;
output.texcoord = v.texcoord;
TRANSFER_VERTEX_TO_FRAGMENT(output);
}
void frag(in v2f input, out float4 c : COLOR)
{
c.rgb = 0;
float3 lightColor = _LightColor0.rgb;
float3 vertPos = input.worldPos.xyz;
float3 lightPos = _WorldSpaceLightPos0.xyz;
float3 normalDir = normalize(UnityObjectToWorldNormal(input.normal));
float3 tangentDir = normalize(UnityObjectToWorldNormal(input.tangent));
float3 bitangentDir = normalize(cross(tangentDir, normalDir));
float3 anisoDir = normalize(UnpackNormal(tex2D(_AnisoTexture, input.texcoord)));
float3 lightDir = lightPos - vertPos;
if (_WorldSpaceLightPos0.w<0.001) lightDir = lightPos;
float3 b = bitangentDir;
float3 t = tangentDir;
float3 n = normalDir;
//if (anisoDir.z<0.99)
{
float Pi = 3.141592654;
float3 anisoParam = tex2D(_AnisoTexture, TRANSFORM_TEX(input.texcoord, _AnisoTexture));
_AnisoX = anisoParam.r;
_AnisoY = anisoParam.g;
_AnisoAngle = anisoParam.b * 180;
//t = normalize(anisoDir.x * tangentDir + anisoDir.y * bitangentDir);
t = t * cos(_AnisoAngle*Pi/180) + b * sin(_AnisoAngle*Pi/180);
n = normalDir;
b = normalize(cross(t,n));
}
float3 l = normalize(lightDir);
float3 v = normalize(_WorldSpaceCameraPos.xyz - vertPos);
float3 h = normalize(l+v);
float3 dotLN = saturate(dot(l,n));
float3 dotHN = saturate(dot(h,n));
float3 dotHT = (dot(h,t));
float3 dotHB = (dot(h,b));
float3 dotVN = max(0.01,dot(v,n));
// attenuate
float attenuation = LIGHT_ATTENUATION(input);
// diffuse
float3 diffuse = dotLN * lightColor * _Diffuse;
// specular
float3 specular = pow(dotHN, _Gloss*256) * _Specular * lightColor;
specular = _Specular * lightColor * sqrt(dotLN/dotVN) * exp(-2 * (dotHT*dotHT/_AnisoX/_AnisoX + dotHB*dotHB/_AnisoY/_AnisoY)/(1+dotHN));
// reflect
float3 rv = reflect(-v, n);
rv -= t * dot(rv,t);
float3 refl = 0;
for (int i=0; i<0; i++) {
float3 drv = rv + t*i*0.02;
refl += UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, drv, 0);
drv = rv -t*i*0.02;
refl += UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, drv, 0);
}
refl /= 10;
//refl = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflect(-v, n), 0);
//refl = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, rv, 0);
c.rgb = attenuation * (diffuse + specular);
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += refl*0.2;
#endif
//c.rgb = attenuation;
//c.rgb = sqrt(dotLN/dotVN)/10;
//c.rgb = 0;
//c.rgb = specular;
//c.rgb = 0;
c.a = 0;
}
- 效果图:
有需要完整工程的童鞋可以留言给我。