Cg shader with image-based diffuse lighting

Shader "Custom/Cg shader with image-based diffuse lighting"
{
   Properties {
      _OriginalCube ("Environment Map", Cube) = "" {}
      _Cube ("Diffuse Environment Map", Cube) = "" {}
   }
   SubShader {
      Pass {   
         CGPROGRAM
 
         #pragma vertex vert  
         #pragma fragment frag 
 
         #include "UnityCG.cginc"

         // User-specified uniforms
         uniform samplerCUBE _Cube;   
 
         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float3 normalDir : TEXCOORD0;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrixInverse = _World2Object; 
               // multiplication with unity_Scale.w is unnecessary 
               // because we normalize transformed vectors
 
            output.normalDir = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return texCUBE(_Cube, input.normalDir);
         }
 
         ENDCG
      }
   }
}



using UnityEngine;
using UnityEditor;
using System.Collections;

[ExecuteInEditMode]
public class ComputeDiffuseEnvironmentMap : MonoBehaviour
{
   public Cubemap originalCubeMap; 
   // environment map specified in the shader by the user
   //[System.Serializable] 
   // avoid being deleted by the garbage collector, 
   // and thus leaking
   private Cubemap filteredCubeMap; 
   // the computed diffuse irradience environment map 
   
   private void Update()
   {
      Cubemap originalTexture = null;
      try
      {
         originalTexture = GetComponent<Renderer>().sharedMaterial.GetTexture(
            "_OriginalCube") as Cubemap;
      }
      catch (System.Exception)
      {
         Debug.LogError("'_OriginalCube' not found on shader. " 
                        + "Are you using the wrong shader?");
         return;
      }
      
      if (originalTexture == null) 
         // did the user set "none" for the map?
      {
         if (originalCubeMap != null)
         {
            GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", null);
            originalCubeMap = null;
            filteredCubeMap = null;
            return;
         }
      }
      else if (originalTexture == originalCubeMap 
               && filteredCubeMap != null 
               && GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube") == null)
      {
         GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", 
                                                          filteredCubeMap); // set the computed 
         // diffuse environment map in the shader
      }
      else if (originalTexture != originalCubeMap 
               || filteredCubeMap  
               != GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube")) 
      {
         if (EditorUtility.DisplayDialog(
            "Processing of Environment Map",
            "Do you want to process the cube map of face size " 
            + originalTexture.width + "x" + originalTexture.width 
            + "? (This will take some time.)", 
            "OK", "Cancel"))
         {
            if (filteredCubeMap 
                != GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube"))
            {
               if (GetComponent<Renderer>().sharedMaterial.GetTexture("_Cube") 
                   != null)
               {
                  DestroyImmediate(
                     GetComponent<Renderer>().sharedMaterial.GetTexture(
                     "_Cube")); // clean up
               }
            }
            if (filteredCubeMap != null)
            {
               DestroyImmediate(filteredCubeMap); // clean up
            }
            originalCubeMap = originalTexture;
            filteredCubeMap = computeFilteredCubeMap(); 
            //computes the diffuse environment map
            GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", 
                                                             filteredCubeMap); // set the computed 
            // diffuse environment map in the shader
            return;
         }
         else
         {
            originalCubeMap = null;
            filteredCubeMap = null;
            GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", null);
            GetComponent<Renderer>().sharedMaterial.SetTexture(
               "_OriginalCube", null);
         }
      }
   }
   
   // This function computes a diffuse environment map in 
   // "filteredCubemap" of the same dimensions as "originalCubemap"
   // by integrating -- for each texel of "filteredCubemap" -- 
   // the diffuse illumination from all texels of "originalCubemap" 
   // for the surface normal vector corresponding to the direction 
   // of each texel of "filteredCubemap".
   private Cubemap computeFilteredCubeMap()
   {
      Cubemap filteredCubeMap = new Cubemap(originalCubeMap.width, 
                                            originalCubeMap.format, true);
      
      int filteredSize = filteredCubeMap.width;
      int originalSize = originalCubeMap.width;
      
      // Compute all texels of the diffuse environment cube map 
      // by itterating over all of them
      for (int filteredFace = 0; filteredFace < 6; filteredFace++) 
         // the six sides of the cube
      {
         for (int filteredI = 0; filteredI < filteredSize; filteredI++)
         {
            for (int filteredJ = 0; filteredJ < filteredSize; filteredJ++)
            {
               Vector3 filteredDirection = 
                  getDirection(filteredFace, 
                               filteredI, filteredJ, filteredSize).normalized;
               float totalWeight = 0.0f;
               Vector3 originalDirection;
               Vector3 originalFaceDirection;
               float weight;
               Color filteredColor = new Color(0.0f, 0.0f, 0.0f);
               
               // sum (i.e. integrate) the diffuse illumination 
               // by all texels in the original environment map
               for (int originalFace = 0; originalFace < 6; originalFace++)
               {
                  originalFaceDirection = getDirection(
                     originalFace, 1, 1, 3).normalized; 
                  //the normal vector of the face
                  
                  for (int originalI = 0; originalI < originalSize; originalI++)
                  {
                     for (int originalJ = 0; originalJ < originalSize; originalJ++)
                     {
                        originalDirection = getDirection(
                           originalFace, originalI, 
                           originalJ, originalSize); 
                        // direction to the texel 
                        // (i.e. light source)
                        weight = 1.0f 
                           / originalDirection.sqrMagnitude; 
                        // take smaller size of more 
                        // distant texels into account
                        originalDirection = 
                           originalDirection.normalized;
                        weight = weight * Vector3.Dot(
                           originalFaceDirection, 
                           originalDirection); 
                        // take tilt of texel compared 
                        // to face into account
                        weight = weight * Mathf.Max(0.0f, 
                                                    Vector3.Dot(filteredDirection, 
                                    originalDirection)); 
                        // directional filter 
                        // for diffuse illumination
                        totalWeight = totalWeight + weight; 
                        // instead of analytically 
                        // normalization, we just normalize 
                        // to the potential max illumination
                        filteredColor = filteredColor + weight 
                           * originalCubeMap.GetPixel(
                              (CubemapFace)originalFace, 
                              originalI, originalJ); // add the 
                        // illumination by this texel 
                     }
                  }
               }
               filteredCubeMap.SetPixel(
                  (CubemapFace)filteredFace, filteredI, 
                  filteredJ, filteredColor / totalWeight); 
               // store the diffuse illumination of this texel
            }
         }
      }
      
      // Avoid seams between cube faces: average edge texels 
      // to the same color on each side of the seam
      int maxI = filteredCubeMap.width - 1;
      for (int i = 0; i < maxI; i++)
      {
         setFaceAverage(ref filteredCubeMap, 
                        0, i, 0, 2, maxI, maxI - i);
         setFaceAverage(ref filteredCubeMap, 
                        0, 0, i, 4, maxI, i);
         setFaceAverage(ref filteredCubeMap, 
                        0, i, maxI, 3, maxI, i);
         setFaceAverage(ref filteredCubeMap, 
                        0, maxI, i, 5, 0, i);
         
         setFaceAverage(ref filteredCubeMap, 
                        1, i, 0, 2, 0, i);
         setFaceAverage(ref filteredCubeMap, 
                        1, 0, i, 5, maxI, i);
         setFaceAverage(ref filteredCubeMap, 
                        1, i, maxI, 3, 0, maxI - i);
         setFaceAverage(ref filteredCubeMap, 
                        1, maxI, i, 4, 0, i);
         
         setFaceAverage(ref filteredCubeMap, 
                        2, i, 0, 5, maxI - i, 0);
         setFaceAverage(ref filteredCubeMap, 
                        2, i, maxI, 4, i, 0);
         setFaceAverage(ref filteredCubeMap, 
                        3, i, 0, 4, i, maxI);
         setFaceAverage(ref filteredCubeMap, 
                        3, i, maxI, 5, maxI - i, maxI);
      }
      
      // Avoid seams between cube faces: 
      // average corner texels to the same color 
      // on all three faces meeting in one corner
      setCornerAverage(ref filteredCubeMap, 
                       0, 0, 0, 2, maxI, maxI, 4, maxI, 0);
      setCornerAverage(ref filteredCubeMap, 
                       0, maxI, 0, 2, maxI, 0, 5, 0, 0);
      setCornerAverage(ref filteredCubeMap, 
                       0, 0, maxI, 3, maxI, 0, 4, maxI, maxI);
      setCornerAverage(ref filteredCubeMap, 
                       0, maxI, maxI, 3, maxI, maxI, 5, 0, maxI);
      setCornerAverage(ref filteredCubeMap, 
                       1, 0, 0, 2, 0, 0, 5, maxI, 0);
      setCornerAverage(ref filteredCubeMap, 
                       1, maxI, 0, 2, 0, maxI, 4, 0, 0);
      setCornerAverage(ref filteredCubeMap, 
                       1, 0, maxI, 3, 0, maxI, 5, maxI, maxI);
      setCornerAverage(ref filteredCubeMap, 
                       1, maxI, maxI, 3, 0, 0, 4, 0, maxI);
      
      filteredCubeMap.Apply(); //apply all SetPixel(..) commands
      
      return filteredCubeMap;
   }
   
   private void setFaceAverage(ref Cubemap filteredCubeMap, 
                               int a, int b, int c, int d, int e, int f)
   {
      Color average = 
         (filteredCubeMap.GetPixel((CubemapFace)a, b, c) 
          + filteredCubeMap.GetPixel((CubemapFace)d, e, f)) / 2.0f;
      filteredCubeMap.SetPixel((CubemapFace)a, b, c, average);
      filteredCubeMap.SetPixel((CubemapFace)d, e, f, average);
   }
   
   private void setCornerAverage(ref Cubemap filteredCubeMap, 
                                 int a, int b, int c, int d, int e, int f, int g, int h, int i)
   {
      Color average = 
         (filteredCubeMap.GetPixel((CubemapFace)a, b, c) 
          + filteredCubeMap.GetPixel((CubemapFace)d, e, f) 
          + filteredCubeMap.GetPixel((CubemapFace)g, h, i)) / 3.0f;
      filteredCubeMap.SetPixel((CubemapFace)a, b, c, average);
      filteredCubeMap.SetPixel((CubemapFace)d, e, f, average);
      filteredCubeMap.SetPixel((CubemapFace)g, h, i, average);
   }
   
   private Vector3 getDirection(int face, int i, int j, int size)
   {
      switch (face)
      {
      case 0:
         return new Vector3(0.5f, 
                            -((j + 0.5f) / size - 0.5f), 
                            -((i + 0.5f) / size - 0.5f));
      case 1:
         return new Vector3(-0.5f, 
                            -((j + 0.5f) / size - 0.5f), 
                            ((i + 0.5f) / size - 0.5f));
      case 2:
         return new Vector3(((i + 0.5f) / size - 0.5f), 
                            0.5f, ((j + 0.5f) / size - 0.5f));
      case 3:
         return new Vector3(((i + 0.5f) / size - 0.5f), 
                            -0.5f, -((j + 0.5f) / size - 0.5f));
      case 4:
         return new Vector3(((i + 0.5f) / size - 0.5f),  
                            -((j + 0.5f) / size - 0.5f), 0.5f);
      case 5:
         return new Vector3(-((i + 0.5f) / size - 0.5f), 
                            -((j + 0.5f) / size - 0.5f), -0.5f);
      default:
         return Vector3.zero;
      }
   }
}


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以下是Unity Shader中使用CG语言实现SAMPLE_DEPTH_TEXTURE的示例代码。 在vertex shader中,我们需要将顶点坐标和投影矩阵相乘得到裁剪坐标,然后将裁剪坐标传递给fragment shader。 ``` v2f vert (appdata_base v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } ``` 在fragment shader中,我们首先需要从深度纹理中采样得到深度值,然后将其转换为线性深度值。转换方法可以根据具体场景进行调整。接着,我们可以根据深度值计算出该像素的位置,并将该位置作为颜色输出。 ``` half4 frag (v2f i) : SV_Target { float depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UNITY_PROJ_COORD(i.vertex)).r); float linearDepth = 2.0 * _ZBufferParams.w / (_ZBufferParams.y + _ZBufferParams.x - depth * (_ZBufferParams.y - _ZBufferParams.x)); float4 clipPos = float4(ComputeGrabScreenPos(i.vertex.xy, linearDepth), linearDepth, 1.0); float4 viewPos = mul(_InvProjMatrix, clipPos); viewPos /= viewPos.w; return float4(viewPos.xyz, 1.0); } ``` 注意,这里我们还需要使用Unity提供的函数Linear01Depth将深度值从非线性转换为线性。同时,我们需要使用_ZBufferParams和_InvProjMatrix这两个Unity内置的变量来进行后续计算。 最后,在主程序中,我们需要将深度纹理绑定到对应的纹理单元,并将投影矩阵和_ZBufferParams传递给shader。 ``` Shader "Custom/DepthShader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _CameraDepthTexture; float4 _ZBufferParams; float4x4 _InvProjMatrix; struct appdata_base { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata_base v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } half4 frag (v2f i) : SV_Target { float depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UNITY_PROJ_COORD(i.vertex)).r); float linearDepth = 2.0 * _ZBufferParams.w / (_ZBufferParams.y + _ZBufferParams.x - depth * (_ZBufferParams.y - _ZBufferParams.x)); float4 clipPos = float4(ComputeGrabScreenPos(i.vertex.xy, linearDepth), linearDepth, 1.0); float4 viewPos = mul(_InvProjMatrix, clipPos); viewPos /= viewPos.w; return float4(viewPos.xyz, 1.0); } ENDCG } } FallBack "Diffuse" } ``` 注意,我们需要使用Unity内置的宏UNITY_PROJ_COORD来将裁剪坐标转换为纹理坐标。另外,由于_CameraDepthTexture是Unity自动渲染深度纹理的结果,因此无需手动绑定纹理。

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