这是最简单最基础的PBS的效果
简单解析一下代码:
(1)颜色是守恒的: 此处的守恒是 单纯的颜色值(diffuseColor 和 specualrColor),并没有乘以 漫反射系数 或高光系数
(2) 而shader执行到最后的结果 diffuseColor * (diffuse系数) + specularColor *(specualr系数)
(3)无论是何种PBR的模型,都是基于上面相同的原则,区别在于计算的细节不同计算的方式不同
下面的代码是遵循上面原则,最基本的实现方式:
Shader "Unlit/ice"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SpecularTint(" specularTint",color) = (0.5,0.5,0.5)
_Smoothness(" smoothness",Range(0,1)) = 0.5
_Metallic("Metallic",Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityLightingCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD2;
float3 worldPos:TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Metallic;
float3 _SpecularTint;
float _Smoothness;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 albedo = tex2D(_MainTex,i.uv);
float oneMinusReflectivity;
// 能量守恒(此处的 albedo的颜色已经被 高光瓜分了一部分,至于如何被瓜分的,就是用传入的参数的计算所决定的)
albedo.rgb = DiffuseAndSpecularFromMetallic(albedo,_Metallic,_SpecularTint.rgb,oneMinusReflectivity);
float3 lightDir = _WorldSpaceLightPos0.xyz ;
float3 normal = normalize(i.normal);
float ldn = saturate(dot(lightDir,normal));
float3 diffuse = ldn * _LightColor0.rgb;
float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
float3 reflDir = reflect(-lightDir,normal);
float vdr = saturate(dot(viewDir,reflDir));
float3 spec = pow(vdr,_Smoothness * 100) * _SpecularTint;
float3 finalColor = albedo * diffuse + spec;
return float4(finalColor,1);
}
/// 使用unity 内置的函数版本
// fixed4 frag (v2f i) : SV_Target
// {
// fixed4 albedo = tex2D(_MainTex,i.uv);
// // float3 normal = normalize(i.normal);
// // float3 viewDir = UnityWorldSpaceViewDir(i.worldPos);
// // float3 lightDir = UnityWorldSpaceLightDir(i.worldPos);
// float3 normal = normalize(i.normal);
// float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
// float3 lightDir = _WorldSpaceLightPos0.xyz ;
// float oneMinusReflectivity;
// // 能量守恒
// albedo.rgb = DiffuseAndSpecularFromMetallic(albedo,_Metallic,_SpecularTint.rgb,oneMinusReflectivity);
// UnityLight light;
// light.color = _LightColor0.rgb;
// light.dir = lightDir;
// light.ndotl = saturate(dot(normal,lightDir));
// UnityIndirect indirectLight;
// indirectLight.diffuse = 0;
// indirectLight.specular = 0;
// fixed4 col = UNITY_BRDF_PBS(albedo,_SpecularTint,oneMinusReflectivity,_Smoothness,normal,viewDir,light,indirectLight);
// return col;
// }
ENDCG
}
}
}