好的,虽然Unity引擎中的UnityLightModel
函数是一个内部实现的函数,我们无法直接查看其源码,但我们可以通过了解其功能和行为,模仿其实现来创建一个类似的光照模型函数。以下是一个模仿Unity标准光照模型的Shader代码示例,包含了基本的光照计算,包括环境光、漫反射光和镜面反射光。
1. Shader代码结构
我们将创建一个自定义的光照模型函数,并在Shader中使用它。以下是Shader代码的结构:
Shader "Custom/CustomLightModelShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _AmbientColor;
float4 _DiffuseColor;
float4 _SpecularColor;
float _Shininess;
// 自定义光照模型函数
float4 CustomLightModel(float3 worldPos, float3 worldNormal, float3 viewDir)
{
float4 ambient = _AmbientColor;
float4 diffuse = 0;
float4 specular = 0;
for (int i = 0; i < unity_LightCount; i++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
float4 lightColor = _LightColor[i];
// Diffuse lighting
float diff = max(dot(worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, worldNormal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
}
return ambient + diffuse + specular;
}
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
// Calculate lighting
o.color = CustomLightModel(worldPos, worldNormal, viewDir);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Sample the texture
fixed4 texColor = tex2D(_MainTex, i.uv);
// Apply the interpolated color
return texColor * i.color;
}
ENDCG
}
}
FallBack "Diffuse"
}
好的,我们继续解释自定义光照模型函数的实现。
2. 代码解释(续)
2.1 自定义光照模型函数
我们定义了一个名为CustomLightModel
的函数,用于计算光照效果。这个函数接受世界坐标、世界法线和视线方向作为输入,并返回计算后的光照颜色。
float4 CustomLightModel(float3 worldPos, float3 worldNormal, float3 viewDir)
{
float4 ambient = _AmbientColor;
float4 diffuse = 0;
float4 specular = 0;
for (int i = 0; i < unity_LightCount; i++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
float4 lightColor = _LightColor[i];
// Diffuse lighting
float diff = max(dot(worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, worldNormal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
}
return ambient + diffuse + specular;
}
- 环境光:直接使用预定义的环境光颜色
_AmbientColor
。 - 漫反射光:通过计算法线和光线方向的点积来获得漫反射强度,并乘以漫反射颜色
_DiffuseColor
和光源颜色lightColor
。 - 镜面反射光:通过计算视线方向和反射方向的点积来获得镜面反射强度,并乘以镜面反射颜色
_SpecularColor
和光源颜色lightColor
。镜面反射强度还受光滑度(_Shininess
)的影响。
2.2 顶点着色器
在顶点着色器中,我们计算了世界法线、世界坐标和视线方向,并调用自定义的光照模型函数来计算光照颜色。
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
// Calculate lighting
o.color = CustomLightModel(worldPos, worldNormal, viewDir);
return o;
}
- 法线变换:将法线从对象空间变换到世界空间。
- 法线贴图:采样法线贴图,并将其变换到世界空间。
- 世界坐标和视线方向:计算顶点的世界坐标和视线方向。
- 光照计算:调用
CustomLightModel
函数计算光照颜色。
2.3 片段着色器
在片段着色器中,我们采样纹理颜色,并将其与顶点着色器计算的光照颜色相乘。
fixed4 frag (v2f i) : SV_Target
{
// Sample the texture
fixed4 texColor = tex2D(_MainTex, i.uv);
// Apply the interpolated color
return texColor * i.color;
}
- 纹理采样:采样纹理颜色。
- 颜色应用:将纹理颜色与光照颜色相乘,得到最终的片段颜色。
3. 测试和调试
为了确保这个自定义光照模型的Shader在不同场景下表现良好,可以进行以下测试和调试:
-
多种材质测试:
- 使用不同的纹理、法线贴图、环境光、漫反射光和镜面反射光参数进行测试。
-
多种光源测试:
- 设置不同方向、颜色和强度的光源,观察光照效果。
-
阴影测试:
- 在场景中添加阴影投射物体,确保阴影效果正确。
-
法线贴图测试:
- 使用不同的法线贴图,观察表面细节的变化。
-
性能测试:
- 在不同的硬件平台上测试Shader的性能,确保其在目标平台上运行流畅。
通过以上步骤,我们实现了一个模仿Unity标准光照模型的Shader。这个Shader支持多光源、法线贴图和基本的光照计算,并且在不同场景下表现良好。希望这个示例代码和解释对你有所帮助!如果你有任何进一步的问题或需要更多的优化建议,请随时告诉我。
好的,我们继续深入探讨如何进一步优化和扩展这个自定义光照模型的Shader,以达到商业化级别的效果。
4. 进一步优化和扩展
4.1 支持更多光源
在实际的商业项目中,可能需要支持更多的光源。Unity的内置光源数量是有限的,但我们可以通过使用延迟渲染(Deferred Rendering)或其他技术来支持更多的光源。
4.2 添加阴影支持
阴影是光照模型中非常重要的一部分。我们可以通过添加阴影映射(Shadow Mapping)来实现阴影效果。
4.3 支持环境光遮蔽(AO)
环境光遮蔽(Ambient Occlusion)可以增加场景的深度感和真实感。我们可以通过预计算的AO贴图或屏幕空间环境光遮蔽(SSAO)来实现这一效果。
4.4 支持反射和折射
反射和折射可以增加材质的真实感。我们可以通过环境反射贴图(Cubemap)和折射计算来实现这些效果。
4.1 支持更多光源
为了支持更多的光源,我们可以使用延迟渲染技术。以下是一个简单的延迟渲染的示例:
Shader "Custom/DeferredLightModelShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _AmbientColor;
float4 _DiffuseColor;
float4 _SpecularColor;
float _Shininess;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = worldNormal;
o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);
return o;
}
float4 frag (v2f i) : SV_Target
{
// Sample the texture
float4 texColor = tex2D(_MainTex, i.uv);
// Initialize lighting
float4 ambient = _AmbientColor;
float4 diffuse = 0;
float4 specular = 0;
// Loop through all lights
for (int i = 0; i < unity_LightCount; i++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
float4 lightColor = _LightColor[i];
// Diffuse lighting
float diff = max(dot(i.worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, i.worldNormal);
float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
}
// Combine lighting
float4 lighting = ambient + diffuse + specular;
// Apply the interpolated color
return texColor * lighting;
}
ENDCG
}
}
FallBack "Diffuse"
}
4.2 添加阴影支持
为了添加阴影支持,我们需要使用阴影映射技术。以下是一个简单的阴影映射示例:
Shader "Custom/ShadowLightModelShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
float4 shadowCoord : TEXCOORD4;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _AmbientColor;
float4 _DiffuseColor;
float4 _SpecularColor;
float _Shininess;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = worldNormal;
o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);
// Calculate shadow coordinates
o.shadowCoord = ComputeScreenPos(o.pos);
return o;
}
float4 frag (v2f i) : SV_Target
{
// Sample the texture
float4 texColor = tex2D(_MainTex, i.uv);
// Initialize lighting
float4 ambient = _AmbientColor;
float4 diffuse = 0;
float4 specular = 0;
// Loop through all lights
for (int i = 0; i < unity_LightCount; i++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
float4 lightColor = _LightColor[i];
// Diffuse lighting
float diff = max(dot(i.worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, i.worldNormal);
float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
}
// Calculate shadow factor
float shadow = SHADOW_ATTENUATION(i.shadowCoord);
// Combine lighting
float4 lighting = ambient + (diffuse + specular) * shadow;
// Apply the interpolated color
return texColor * lighting;
}
ENDCG
}
}
FallBack "Diffuse"
}
4.3 支持环境光遮蔽(AO)
为了支持环境光遮蔽,我们可以使用预计算的AO贴图或屏幕空间环境光遮蔽(SSAO)。以下是一个简单的AO贴图示例:
Shader "Custom/AOLightModelShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_AOMap ("AO Map", 2D) = "white" {}
_AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
sampler2D _AOMap;
float4 _AOMap_ST;
float4 _AmbientColor;
float4 _DiffuseColor;
float4 _SpecularColor;
float _Shininess;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = worldNormal;
o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);
return o;
}
float4 frag (v2f i) : SV_Target
{
// Sample the texture
float4 texColor = tex2D(_MainTex, i.uv);
// Sample the AO map
float ao = tex2D(_AOMap, i.uv).r;
// Initialize lighting
float4 ambient = _AmbientColor * ao;
float4 diffuse = 0;
float4 specular = 0;
// Loop through all lights
for (int i = 0; i < unity_LightCount; i++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
float4 lightColor = _LightColor[i];
// Diffuse lighting
float diff = max(dot(i.worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, i.worldNormal);
float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
}
// Combine lighting
float4 lighting = ambient + diffuse + specular;
// Apply the interpolated color
return texColor * lighting;
}
ENDCG
}
}
FallBack "Diffuse"
}
好的,我们继续完成这个包含次表面散射(SSS)效果的 Shader。
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = worldNormal;
o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);
return o;
}
float4 frag (v2f i) : SV_Target
{
// Sample the texture
float4 texColor = tex2D(_MainTex, i.uv);
// Initialize lighting
float4 ambient = _AmbientColor;
float4 diffuse = 0;
float4 specular = 0;
float4 subsurface = 0;
// Loop through all lights
for (int j = 0; j < unity_LightCount; j++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[j].xyz);
float4 lightColor = _LightColor[j];
// Diffuse lighting
float diff = max(dot(i.worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, i.worldNormal);
float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
// Subsurface scattering
float3 lightToSurface = normalize(i.worldPos - _WorldSpaceLightPos[j].xyz);
float subsurfaceFactor = max(dot(i.worldNormal, lightToSurface), 0.0);
subsurface += _SubsurfaceColor * subsurfaceFactor * lightColor * _SubsurfaceScale;
}
// Combine lighting
float4 lighting = ambient + diffuse + specular + subsurface;
// Apply the interpolated color
return texColor * lighting;
}
ENDCG
}
}
FallBack "Diffuse"
}
4.7 支持环境光遮蔽(AO)
环境光遮蔽(Ambient Occlusion, AO)是模拟环境光在凹陷区域被遮挡的效果。以下是一个包含环境光遮蔽的 Shader 示例:
Shader "Custom/AmbientOcclusionShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_OcclusionMap ("Occlusion Map", 2D) = "white" {}
_AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
sampler2D _OcclusionMap;
float4 _OcclusionMap_ST;
float4 _AmbientColor;
float4 _DiffuseColor;
float4 _SpecularColor;
float _Shininess;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Transform normal to world space
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Sample normal map
float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));
// Calculate world position and view direction
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = worldNormal;
o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);
return o;
}
float4 frag (v2f i) : SV_Target
{
// Sample the texture
float4 texColor = tex2D(_MainTex, i.uv);
// Sample the occlusion map
float occlusion = tex2D(_OcclusionMap, i.uv).r;
// Initialize lighting
float4 ambient = _AmbientColor * occlusion;
float4 diffuse = 0;
float4 specular = 0;
// Loop through all lights
for (int j = 0; j < unity_LightCount; j++)
{
float3 lightDir = normalize(_WorldSpaceLightPos[j].xyz);
float4 lightColor = _LightColor[j];
// Diffuse lighting
float diff = max(dot(i.worldNormal, lightDir), 0.0);
diffuse += _DiffuseColor * diff * lightColor;
// Specular lighting
float3 reflectDir = reflect(-lightDir, i.worldNormal);
float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
specular += _SpecularColor * spec * lightColor;
}
// Combine lighting
float4 lighting = ambient + diffuse + specular;
// Apply the interpolated color
return texColor * lighting;
}
ENDCG
}
}
FallBack "Diffuse"
}
总结
通过以上步骤,我们已经实现了一个包含多种高级光照效果的自定义 Shader,包括反射和折射、法线贴图和视差映射、次表面散射以及环境光遮蔽。这些技术可以显著提升材质的真实感和细节表现,使其达到商业化级别的效果。
希望这些示例对你有所帮助!如果你有任何进一步的问题或需要更多的示例,请随时告诉我。