默认管线下的sss材质来来回回大部分就那么几种做法,最常规的就是预积分,用一张lut图;
half3 BentNormalsDiffuseLighting(float3 normal, float3 L, float Curvature)
{
float NdotLBlurredUnclamped = dot(normal, L);
return tex2D(_SSSLUT, float2(NdotLBlurredUnclamped * 0.5 + 0.5, Curvature));
}
或者你还想细节一点也可以这样写:
//细节Lut图方法
half3 deltaLighting(float3 normal, float3 L, float Curvature, float nl)
{
float NdotLBlurredUnclamped = dot(normal, L);
return tex2Dlod(_SSSLUT, float4((NdotLBlurredUnclamped * 0.5 + 0.5), Curvature, 0, 0));
}
剩下的就是反射之间的算法区别;我这里做了两种,方便不同需求下的使用GGX/Kelemen;
#if SPEC_KELEMEN
float3 kelemen = tex2D(_KelemenLUT, float2(NdotH, smoothness));
float PH = pow(2.0 * kelemen, 10.0);
//fixed F0 = 0.028;
fixed F = fresnelReflectance(halfVector, viewDir, _F0);
half3 specularColor = max(PH * F / dot(halfVector, halfVector), 0);
//------
#elif SPEC_GGX
float alpha = roughness;
float G_L = NdotL + sqrt((NdotL - NdotL * alpha) * NdotL + alpha);
float G_V = NdotV + sqrt((NdotV - NdotV * alpha) * NdotV + alpha);
float G = G_L * G_V;
fixed F = fresnelReflectance(halfVector, viewDir, _F0);
float alpha2 = alpha * alpha;
float denominator = (NdotH * NdotH) * (alpha2 - 1) + 1;
float D = alpha2 / (UNITY_PI * denominator * denominator);
half3 specularColor = D * G * NdotL * F;
#endif
耳朵的透光效果无非就是光方向和法线方向的计算:
//sss耳朵方法
float SubSurfaceScattering(float3 viewDir,float3 lightDir,float3 normalDir,float frontSubSurfaceDistortion,float backSubSurfaceDistortion,float frontSSSIntensity,float backSSSIntensity) {
float3 frontLitDir = normalDir * frontSubSurfaceDistortion - lightDir;
float3 backLitDir = normalDir * backSubSurfaceDistortion + lightDir;
float frontSSS = saturate(dot(viewDir, -frontLitDir));
float backSSS = saturate(dot(viewDir, -backLitDir));
float result = saturate(frontSSS * frontSSSIntensity + backSSS*backSSSIntensity);
return result;
}
汗水是单独写了一个方法,也可以单独做一个Pass,类似的处理方法有很多,不做过多赘述;