Unity Shader:实现菲涅尔+色散效果以及相关原理解析
效果截图
Shader源码
Shader "Unlit/Dispersion"
{
Properties {
fresnelPower("fresnelPower",float)=0
fresnelScale("fresnelScale",float)=0
fresnelBias("fresnelBias",float)=0
_r("r",float)=0
_g("g",float)=0
_b("b",float)=0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float3 normal:NORMAL;
float3 worldRefra : TEXCOORD0;
float4 pos : SV_POSITION;
float4 objectPOS:float;
};
//在外部可改为power=4,scale=0.1,bias=-0.2
float fresnelPower=1.0f;
float fresnelScale=1.0f;
float fresnelBias=0.3f;
//红,绿,蓝的折射率,从外部赋值,方便调整
float3 etaRatio;// =float3(0.83f,0.67f,0.55f); //1/1.3 1/1.5 1/1.8
float _r;
float _g;
float _b;
v2f vert (float4 vertex : POSITION, float3 normal : NORMAL)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.normal=normal;
o.objectPOS=vertex;
return o;
}
//为了达到最佳效果,将所有计算都写在了片段着色器内。
fixed4 frag (v2f i) : SV_Target
{
etaRatio=float3(_r,_g,_b);
i.normal = UnityObjectToWorldNormal(i.normal);
float3 worldPos = mul(unity_ObjectToWorld, i.objectPOS).xyz;
float3 worldViewDir = UnityWorldSpaceViewDir(worldPos);
//反射向量
float R=reflect(-worldViewDir,i.normal);
i.normal=normalize(i.normal);
//计算用来模拟色散的折射向量
float3 Tred=refract(normalize(-worldViewDir),i.normal,etaRatio.x);
float3 Tgreen=refract(normalize(-worldViewDir),i.normal,etaRatio.y);
float3 Tblue=refract(normalize(-worldViewDir),i.normal,etaRatio.z);
//菲涅尔factor,用来混合反射与折射颜色。
float reflectionfactor=min(1.0f,max(0,fresnelBias+fresnelScale*pow(1.0f+dot(normalize(-worldViewDir),i.normal),fresnelPower)));
//如果利用color存此变量,可以省去min与max。
// color reflectionfactor=fresnelBias+fresnelScale*pow(1.0f+dot(normalize(-worldViewDir),i.normal),fresnelPower);
half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, R);
//反射颜色
float4 reflectedColor=half4(DecodeHDR (skyData, unity_SpecCube0_HDR),1.0f);
float4 refractedColor;
//折射颜色
refractedColor.r=DecodeHDR (UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, Tred),unity_SpecCube0_HDR).r;
refractedColor.g=DecodeHDR (UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, Tgreen),unity_SpecCube0_HDR).g;
refractedColor.b=DecodeHDR (UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, Tblue),unity_SpecCube0_HDR).b;
refractedColor.a=1.0f;
fixed4 c=0;
//混合
c=lerp(refractedColor,reflectedColor,reflectionfactor.x);
return c;
}
ENDCG
}
}
}