次表面反射二

使用摄像机计算物体的厚度,薄的地方透光率高,后的地方透光率低,首先需要一个shader去计算物体背面的深度,然后在渲染物体表面的时候,两者做差值即可得出物体的厚度。

在上面文章的基础上摄像机代码做如下修改:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DepthTest1 : MonoBehaviour
{
	public Shader depthShader;
	public Material mt;
	public RenderTexture m_depthTexture;
	private Camera camereDepth;

	// Use this for initialization
	void Start ()
	{
		m_depthTexture = new RenderTexture ((int)Camera.main.pixelWidth, (int)Camera.main.pixelHeight, 24);
		m_depthTexture.hideFlags = HideFlags.DontSave;
		GameObject go = new GameObject ("camereDepth");
		camereDepth = go.AddComponent<Camera> ();
		camereDepth.CopyFrom (Camera.main);
		camereDepth.enabled = false;
	}

	// Update is called once per frame
	void OnPreRender ()
	{
		if (null != depthShader) {
			camereDepth.targetTexture = m_depthTexture;
			camereDepth.RenderWithShader (depthShader, "");
			mt.SetTexture ("_BackDepthTex", m_depthTexture);
		}
	}
}

存储深度的shader,需要存储的是物体的背面,所以要使用指令CULL FRONT,代码如下
Shader "Unlit/RenderBackDepth"
{
	SubShader
	{
		Tags { "RenderType"="Opaque"}

		Pass
		{
			cull front
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal:NORMAL;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				float2 depth:TEXCOORD0;
			};
			
			v2f vert (appdata v)
			{
				v2f o;
				v.vertex.xyz+=v.normal*0.005;//去除白边
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.depth = o.vertex.zw;
				return o;
			}
			
			float4 frag (v2f i) : SV_Target
			{
				return EncodeFloatRGBA(i.depth.x/i.depth.y);				
			}
			ENDCG
		}
	}
}

渲染物体的shader如下:

Shader "Custom/wrap_diff"
{
	Properties {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
        _Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
        _Shinness("Shinness",Range(8,256))=128
        _Wrap("Wrap",Range(0,1))=0.5
        _ScatterWidth("_ScatterWidth",Vector)=(0,0,0,0)
        _ScatterFactor("_ScatterFactor",Range(0,1))=0.75
        _MainTex("MainTex",2D)="white"{}
        _ScatterTex("_ScatterTex",2D)="white"{}
    }

    SubShader {
    	Tags { "RenderType"="Opaque" "Queue"="Geometry"}
    	Pass{
            Tags { "LightMode"="ForwardBase" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase
            #include "Lighting.cginc"

            fixed4 _Diffuse;
            float _Wrap;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _ScatterWidth;
        	float _ScatterFactor;
        	sampler2D _ScatterTex;
        	float4 _ScatterTex_ST;
       		float4 _Specular;
         	float _Shinness;
         	sampler2D _BackDepthTex;
         	float4x4 _WolrdtoLightMatrix;
            struct a2v {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent:TANGENT;
                float2 texcoord:TEXCOORD0;
            };

            struct v2f {
                float4 pos : SV_POSITION;
                float3 wNormal : TEXCOORD0;
                float4 wPos:TEXCOORD1;
                float4 uv:TEXCOORD2;
                float4 scrPos:TEXCOORD3;
            };

            v2f vert(a2v v) {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.wNormal = mul(v.normal, (float3x3)unity_WorldToObject);
                o.scrPos = ComputeScreenPos(o.pos);
                o.wPos = mul(unity_ObjectToWorld,v.vertex);
                o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord,_ScatterTex);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
				float frontDepth = LinearEyeDepth( i.scrPos.z/i.scrPos.w );
				float4 backDepthColor = tex2D(_BackDepthTex, i.scrPos.xy/i.scrPos.w);
				float backDepth = LinearEyeDepth(DecodeFloatRGBA(backDepthColor));
				float depth = backDepth-frontDepth;
				float3 scattering = exp(-_ScatterWidth.xyz*depth);

            	float3 N =normalize(i.wNormal);

            	float4 texcol = tex2D(_MainTex, i.uv.xy);
            	fixed3 albedo = texcol.rgb*_Diffuse.rgb;
    			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
                float3 L = normalize(UnityWorldSpaceLightDir(i.wPos));
                float3 V=  normalize(UnityWorldSpaceViewDir(i.wPos));
  				float3 H = normalize(L+V);

                float wrap = (dot(L,N)+_Wrap)/(1+_Wrap);
                float wrap_diff = max(0,wrap);
                fixed3 diffuse = _LightColor0.rgb * wrap_diff*albedo;

               
                float s = pow(max(0,dot(N,H)),_Shinness);
                float3 specular = _LightColor0.rgb *_Specular.rgb*s;

                float3 scatterTex = tex2D(_ScatterTex,i.uv.zw);
               

       			float4 finCol = float4(0,0,0,0);

       			finCol.rgb =lerp(ambient+diffuse,scattering*scatterTex,_ScatterFactor)+specular;
               	finCol.a = texcol.a;


                return finCol;
            }

            ENDCG
        }
    }
   // FallBack "Diffuse"
}

最后就得到我们想要的效果了:



参考文章:

http://gad.qq.com/article/detail/7159485?ADTAG=gad.cx.tb

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