shader篇-立方体纹理
简介
立方体纹理是环境映射的一种实现方式。
立方体纹理包含6张图像,对应立方体6个面。
优点:实现快速简单,效果好
缺点:经常需要重新生成立方体纹理。仅可以反射环境。
天空盒
天空盒是立方体纹理的一种应用,游戏里常用它模拟背景。让整个场景包裹在一个立方体内。
Unity5中创造立方体纹理的方法有三种。
一、直接由一些特殊布局的纹理创建。
二、手动创建一个cubemap资源,再把6张图赋给它。
三、脚本直接生成。
如果希望根据物体在场景中位置的不同,生成各自不同的立方体纹理。我们需要利用脚本生成。
using UnityEngine;
using UnityEditor;
using System.Collections;
public class RenderCubemapWizard : ScriptableWizard {
public Transform renderFromPosition;
public Cubemap cubemap;
void OnWizardUpdate () {
helpString = "Select transform to render from and cubemap to render into";
isValid = (renderFromPosition != null) && (cubemap != null);
}
void OnWizardCreate () {
GameObject go = new GameObject( "CubemapCamera");
go.AddComponent<Camera>();
//在renderFromPosition(用户指定位置)创建一个摄像头
go.transform.position = renderFromPosition.position;
//把当前位置观察到的图像渲染到用户指定的立方体纹理中
go.GetComponent<Camera>().RenderToCubemap(cubemap);
DestroyImmediate( go );
}
[MenuItem("GameObject/Render into Cubemap")]
static void RenderCubemap () {
ScriptableWizard.DisplayWizard<RenderCubemapWizard>(
"Render cubemap", "Render!");
}
}
反射
反射能让物体看起来像镀了层金属一样。
配置
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
//控制反射颜色
_ReflectColor ("Reflection Color", Color) = (1, 1, 1, 1)
//控制反射程度
_ReflectAmount ("Reflect Amount", Range(0, 1)) = 1
_Cubemap ("Reflection Cubemap", Cube) = "_Skybox" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed4 _ReflectColor;
fixed _ReflectAmount;
samplerCUBE _Cubemap;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
fixed3 worldNormal : TEXCOORD1;
fixed3 worldViewDir : TEXCOORD2;
fixed3 worldRefl : TEXCOORD3;
SHADOW_COORDS(4)
};
顶点着色器
选择在顶点着色器中计算反射方向
在片元着色器计算更细腻,但差别比较小,在顶点着色器计算性能消耗小。
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
// 用CG内置的reflect函数计算反射方向
o.worldRefl = reflect(-o.worldViewDir, o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
片元着色器
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir));
//立方体纹理采样
fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb * _ReflectColor.rgb;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 color = ambient + lerp(diffuse, reflection, _ReflectAmount) * atten;
return fixed4(color, 1.0);
}
折射
接下来模拟折射
配置
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_RefractColor ("Refraction Color", Color) = (1, 1, 1, 1)
_RefractAmount ("Refraction Amount", Range(0, 1)) = 1
//折射率
_RefractRatio ("Refraction Ratio", Range(0.1, 1)) = 0.5
_Cubemap ("Refraction Cubemap", Cube) = "_Skybox" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed4 _RefractColor;
float _RefractAmount;
fixed _RefractRatio;
samplerCUBE _Cubemap;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
fixed3 worldNormal : TEXCOORD1;
fixed3 worldViewDir : TEXCOORD2;
fixed3 worldRefr : TEXCOORD3;
SHADOW_COORDS(4)
};
顶点着色器
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
//计算折射方向
o.worldRefr = refract(-normalize(o.worldViewDir), normalize(o.worldNormal), _RefractRatio);
TRANSFER_SHADOW(o);
return o;
}
片元着色器
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 refraction = texCUBE(_Cubemap, i.worldRefr).rgb * _RefractColor.rgb;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 color = ambient + lerp(diffuse, refraction, _RefractAmount) * atten;
return fixed4(color, 1.0);
}
菲涅尔反射
光线照射到物体表面上,一部分被反射,一部分进入内部,反射折射或散射。
最直接的例子是你看水面,近处的能清楚水底的小鱼和石头,但远处的水面你几乎看不到水底的环境
实例
配置和顶点着色器
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_FresnelScale ("Fresnel Scale", Range(0, 1)) = 0.5
_Cubemap ("Reflection Cubemap", Cube) = "_Skybox" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed _FresnelScale;
samplerCUBE _Cubemap;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
fixed3 worldNormal : TEXCOORD1;
fixed3 worldViewDir : TEXCOORD2;
fixed3 worldRefl : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
o.worldRefl = reflect(-o.worldViewDir, o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
片元着色器
Schlick菲涅尔近似等式
F(v,n)=F0+(1−F0)(1−v∗n)5
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb;
fixed fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(worldViewDir, worldNormal), 5);
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 color = ambient + lerp(diffuse, reflection, saturate(fresnel)) * atten;
return fixed4(color, 1.0);
}
_FrensenelScal 为1时完全反射CUbemap,为0则是个具有边缘光照效果的漫反射物体