案例 12.2金属漆:清漆 + 程序化金属片进阶
目标:实现带能量衰减、能修正底层的清漆材质,底层加一层程序化的金属片(flake)让车漆“闪”起来;用白炉测试验证能量,并与 URP Complex Lit 对比。
材质上下文多了几项:底层用的扰动法线、两层各自的粗糙度、清漆遮罩和视线方向的清漆菲涅尔:
struct MaterialCtx { float3 N, V; float3 flakeN; // 带金属片扰动的底层法线 float3 diffuse, f0; float aBase; // 底层 α(可能已被清漆修正) float aCoat; // 清漆层 α float coatMask; float coatFv; // 清漆在视线方向的菲涅尔,用来衰减底层 };
单个光源的着色,和公式一一对应。底层用扰动后的金属片法线算 GGX,清漆层用宏观法线(漆面是平的):
half3 ShadeOneLight(MaterialCtx m, Light light) { float3 L = light.direction; float3 H = normalize(m.V + L); float NoL = saturate(dot(m.N, L)); float NoV = max(dot(m.N, m.V), 1e-4); float NoH = saturate(dot(m.N, H)); float VoH = saturate(dot(m.V, H)); // 底层:漫反射 + 金属片法线下的 GGX float3 baseBRDF = m.diffuse * ADV_INV_PI + AdvSpecularGGX(m.flakeN, m.V, L, m.aBase, m.f0); // 清漆层:F0 = 0.04 的电介质 GGX,用宏观法线(漆面是平的) float Fc = AdvF_Schlick(0.04, 1.0, VoH); float coatSpec = AdvD_GGX(NoH, m.aCoat) * AdvV_SmithGGX(NoV, NoL, m.aCoat) * Fc; // 能量衰减:被清漆反射掉的那部分光不会再到达底层 float attenuation = lerp(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); float3 brdf = baseBRDF * attenuation + coatSpec * m.coatMask; return brdf * PI * light.color * (NoL * light.distanceAttenuation * light.shadowAttenuation); }
vec3 ShadeOneLight(MaterialCtx m, Light light) { vec3 L = light.direction; vec3 H = normalize(m.V + L); float NoL = saturate(dot(m.N, L)); float NoV = max(dot(m.N, m.V), 1e-4); float NoH = saturate(dot(m.N, H)); float VoH = saturate(dot(m.V, H)); // 底层:漫反射 + 金属片法线下的 GGX vec3 baseBRDF = m.diffuse * ADV_INV_PI + AdvSpecularGGX(m.flakeN, m.V, L, m.aBase, m.f0); // 清漆层:F0 = 0.04 的电介质 GGX,用宏观法线(漆面是平的) float Fc = AdvF_Schlick(0.04, 1.0, VoH); float coatSpec = AdvD_GGX(NoH, m.aCoat) * AdvV_SmithGGX(NoV, NoL, m.aCoat) * Fc; // 能量衰减:被清漆反射掉的那部分光不会再到达底层 float attenuation = mix(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); vec3 brdf = baseBRDF * attenuation + coatSpec * m.coatMask; return brdf * PI * light.color * (NoL * light.distanceAttenuation * light.shadowAttenuation); }
金属片的做法很简单:把 UV 切成很小的格子,每格用哈希生成一个随机方向,把法线朝这个方向歪一点。哈希函数用的是常见的 frac 系列,不需要任何贴图:
// 程序化金属片:把 UV 切成很小的格子,每格一个随机倾斜的法线 float3 Hash33(float3 p) { p = frac(p * float3(0.1031, 0.1030, 0.0973)); p += dot(p, p.yxz + 33.33); return frac((p.xxy + p.yxx) * p.zyx); } float3 FlakeNormal(float2 uv, float3 T, float3 B, float3 N) { float2 cell = floor(uv * _FlakeDensity); float3 r = Hash33(float3(cell, 7.0)) * 2.0 - 1.0; return normalize(N + (r.x * T + r.y * B) * _FlakeStrength); }
// 程序化金属片:把 UV 切成很小的格子,每格一个随机倾斜的法线 vec3 Hash33(vec3 p) { p = fract(p * vec3(0.1031, 0.1030, 0.0973)); p += dot(p, p.yxz + 33.33); return fract((p.xxy + p.yxx) * p.zyx); } vec3 FlakeNormal(vec2 uv, vec3 T, vec3 B, vec3 N) { vec2 cell = floor(uv * _FlakeDensity); vec3 r = Hash33(vec3(cell, 7.0)) * 2.0 - 1.0; return normalize(N + (r.x * T + r.y * B) * _FlakeStrength); }
片元函数里先按开关修正底层的粗糙度和 F0,然后环境光部分各采一次反射探针——清漆用自己的粗糙度和宏观法线,底层用修正后的粗糙度和金属片法线:
half4 frag(Varyings i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); float3 T, B, N; Ch12BuildFrame(i, T, B, N); float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); float2 screenUV = GetNormalizedScreenSpaceUV(i.positionCS); float NoV = saturate(dot(N, V)); MaterialCtx m; m.N = N; m.V = V; m.flakeN = FlakeNormal(i.uv, T, B, N); m.coatMask = _CoatMask; m.f0 = lerp(0.04, _BaseColor.rgb, _Metallic); m.diffuse = _BaseColor.rgb * (1.0 - _Metallic) * 0.96; float prBase = 1.0 - _Smoothness; float aBase = max(prBase * prBase, 0.002); if (_CoatAffectBase > 0.5) { // ① 折射让底层波瓣变宽:α → 等效 Blinn-Phong 指数,乘 (1/1.5)²,再换回来(与 URP 的做法相同) float ieta = lerp(1.0, 1.0 / 1.5, m.coatMask); float n = 2.0 / (aBase * aBase) - 2.0; aBase = sqrt(2.0 / (n * ieta * ieta + 2.0)); // ② 底层 F0 原本相对空气,现在相对 IOR=1.5 的漆:数值会变小、颜色更饱和 float3 f0Coat = saturate(m.f0 * (m.f0 * 0.526868 + 0.529324) - 0.0482256); m.f0 = lerp(m.f0, f0Coat, m.coatMask); } m.aBase = aBase; float prCoat = 1.0 - _CoatSmoothness; m.aCoat = max(prCoat * prCoat, 0.002); m.coatFv = AdvF_Schlick(0.04, 1.0, NoV); half3 color = AccumulateDirectLighting(m, i.positionWS, screenUV); // 间接光:底层用(修正后的)底层粗糙度,清漆用自己的粗糙度各采一次反射 float prBaseEff = sqrt(m.aBase); float2 AB = AdvEnvBRDFApprox(prBaseEff, saturate(dot(m.flakeN, V))); float3 baseIndirect = SampleSH(N) * m.diffuse + GlossyEnvironmentReflection(reflect(-V, m.flakeN), i.positionWS, prBaseEff, 1.0, screenUV) * (m.f0 * AB.x + AB.y); float2 ABc = AdvEnvBRDFApprox(prCoat, NoV); float3 coatIndirect = GlossyEnvironmentReflection(reflect(-V, N), i.positionWS, prCoat, 1.0, screenUV) * (0.04 * ABc.x + ABc.y); float attenuation = lerp(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); color += baseIndirect * attenuation + coatIndirect * m.coatMask; color = MixFog(color, i.fogFactor); return half4(color, 1); }
void main() { vec3 T, B, N; Ch12BuildFrame(T, B, N); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); vec2 screenUV = GetNormalizedScreenSpaceUV(gl_FragCoord); float NoV = saturate(dot(N, V)); MaterialCtx m; m.N = N; m.V = V; m.flakeN = FlakeNormal(uv, T, B, N); m.coatMask = _CoatMask; m.f0 = mix(vec3(0.04), _BaseColor.rgb, _Metallic); m.diffuse = _BaseColor.rgb * (1.0 - _Metallic) * 0.96; float prBase = 1.0 - _Smoothness; float aBase = max(prBase * prBase, 0.002); if (_CoatAffectBase > 0.5) { // ① 折射让底层波瓣变宽:α → 等效 Blinn-Phong 指数,乘 (1/1.5)²,再换回来(与 URP 的做法相同) float ieta = mix(1.0, 1.0 / 1.5, m.coatMask); float n = 2.0 / (aBase * aBase) - 2.0; aBase = sqrt(2.0 / (n * ieta * ieta + 2.0)); // ② 底层 F0 原本相对空气,现在相对 IOR=1.5 的漆:数值会变小、颜色更饱和 vec3 f0Coat = saturate(m.f0 * (m.f0 * 0.526868 + 0.529324) - 0.0482256); m.f0 = mix(m.f0, f0Coat, m.coatMask); } m.aBase = aBase; float prCoat = 1.0 - _CoatSmoothness; m.aCoat = max(prCoat * prCoat, 0.002); m.coatFv = AdvF_Schlick(0.04, 1.0, NoV); vec3 color = AccumulateDirectLighting(m, positionWS, screenUV); // 间接光:底层用(修正后的)底层粗糙度,清漆用自己的粗糙度各采一次反射 float prBaseEff = sqrt(m.aBase); vec2 AB = AdvEnvBRDFApprox(prBaseEff, saturate(dot(m.flakeN, V))); vec3 baseIndirect = SampleSH(N) * m.diffuse + GlossyEnvironmentReflection(reflect(-V, m.flakeN), positionWS, prBaseEff, 1.0) * (m.f0 * AB.x + AB.y); vec2 ABc = AdvEnvBRDFApprox(prCoat, NoV); vec3 coatIndirect = GlossyEnvironmentReflection(reflect(-V, N), positionWS, prCoat, 1.0) * (0.04 * ABc.x + ABc.y); float attenuation = mix(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); color += baseIndirect * attenuation + coatIndirect * m.coatMask; color = MixFog(color, fogFactor); fragColor = vec4(color, 1.0); }
完整 Shader 如下(Pass 部分与基准材质相同):
// 清漆(Clear Coat):在基础 GGX 材质上再盖一层透明的电介质 GGX。 // 两层之间的能量分配、折射对底层的影响,是本案例要讲清的重点。 Shader "Cookbook/Ch12/ClearCoat" { Properties { [MainColor] _BaseColor ("Base Color", Color) = (0.6, 0.04, 0.03, 1) _Metallic ("Metallic", Range(0, 1)) = 0.6 _Smoothness ("Base Smoothness", Range(0, 1)) = 0.45 [Header(Flakes)] _FlakeDensity ("Flake Density (cells per UV)", Float) = 600 _FlakeStrength ("Flake Normal Strength", Range(0, 1)) = 0.35 [Header(Clear Coat)] _CoatMask ("Coat Mask", Range(0, 1)) = 1 _CoatSmoothness ("Coat Smoothness", Range(0, 1)) = 0.95 [Toggle] _CoatEnergy ("Energy Attenuation (1 - Fc)", Float) = 1 [Toggle] _CoatAffectBase ("Coat Modifies Base (IOR 1.5)", Float) = 1 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" CBUFFER_START(UnityPerMaterial) half4 _BaseColor; half _Metallic, _Smoothness; float _FlakeDensity; half _FlakeStrength; half _CoatMask, _CoatSmoothness, _CoatEnergy, _CoatAffectBase; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } HLSLPROGRAM #pragma target 3.5 #pragma vertex Ch12Vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fog #pragma multi_compile_instancing #include "Assets/Cookbook/Ch12/Ch12Common.hlsl" struct MaterialCtx { float3 N, V; float3 flakeN; // 带金属片扰动的底层法线 float3 diffuse, f0; float aBase; // 底层 α(可能已被清漆修正) float aCoat; // 清漆层 α float coatMask; float coatFv; // 清漆在视线方向的菲涅尔,用来衰减底层 }; half3 ShadeOneLight(MaterialCtx m, Light light) { float3 L = light.direction; float3 H = normalize(m.V + L); float NoL = saturate(dot(m.N, L)); float NoV = max(dot(m.N, m.V), 1e-4); float NoH = saturate(dot(m.N, H)); float VoH = saturate(dot(m.V, H)); // 底层:漫反射 + 金属片法线下的 GGX float3 baseBRDF = m.diffuse * ADV_INV_PI + AdvSpecularGGX(m.flakeN, m.V, L, m.aBase, m.f0); // 清漆层:F0 = 0.04 的电介质 GGX,用宏观法线(漆面是平的) float Fc = AdvF_Schlick(0.04, 1.0, VoH); float coatSpec = AdvD_GGX(NoH, m.aCoat) * AdvV_SmithGGX(NoV, NoL, m.aCoat) * Fc; // 能量衰减:被清漆反射掉的那部分光不会再到达底层 float attenuation = lerp(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); float3 brdf = baseBRDF * attenuation + coatSpec * m.coatMask; return brdf * PI * light.color * (NoL * light.distanceAttenuation * light.shadowAttenuation); } #include "Assets/Cookbook/Ch12/LightLoop.hlsl" // 程序化金属片:把 UV 切成很小的格子,每格一个随机倾斜的法线 float3 Hash33(float3 p) { p = frac(p * float3(0.1031, 0.1030, 0.0973)); p += dot(p, p.yxz + 33.33); return frac((p.xxy + p.yxx) * p.zyx); } float3 FlakeNormal(float2 uv, float3 T, float3 B, float3 N) { float2 cell = floor(uv * _FlakeDensity); float3 r = Hash33(float3(cell, 7.0)) * 2.0 - 1.0; return normalize(N + (r.x * T + r.y * B) * _FlakeStrength); } half4 frag(Varyings i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); float3 T, B, N; Ch12BuildFrame(i, T, B, N); float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); float2 screenUV = GetNormalizedScreenSpaceUV(i.positionCS); float NoV = saturate(dot(N, V)); MaterialCtx m; m.N = N; m.V = V; m.flakeN = FlakeNormal(i.uv, T, B, N); m.coatMask = _CoatMask; m.f0 = lerp(0.04, _BaseColor.rgb, _Metallic); m.diffuse = _BaseColor.rgb * (1.0 - _Metallic) * 0.96; float prBase = 1.0 - _Smoothness; float aBase = max(prBase * prBase, 0.002); if (_CoatAffectBase > 0.5) { // ① 折射让底层波瓣变宽:α → 等效 Blinn-Phong 指数,乘 (1/1.5)²,再换回来(与 URP 的做法相同) float ieta = lerp(1.0, 1.0 / 1.5, m.coatMask); float n = 2.0 / (aBase * aBase) - 2.0; aBase = sqrt(2.0 / (n * ieta * ieta + 2.0)); // ② 底层 F0 原本相对空气,现在相对 IOR=1.5 的漆:数值会变小、颜色更饱和 float3 f0Coat = saturate(m.f0 * (m.f0 * 0.526868 + 0.529324) - 0.0482256); m.f0 = lerp(m.f0, f0Coat, m.coatMask); } m.aBase = aBase; float prCoat = 1.0 - _CoatSmoothness; m.aCoat = max(prCoat * prCoat, 0.002); m.coatFv = AdvF_Schlick(0.04, 1.0, NoV); half3 color = AccumulateDirectLighting(m, i.positionWS, screenUV); // 间接光:底层用(修正后的)底层粗糙度,清漆用自己的粗糙度各采一次反射 float prBaseEff = sqrt(m.aBase); float2 AB = AdvEnvBRDFApprox(prBaseEff, saturate(dot(m.flakeN, V))); float3 baseIndirect = SampleSH(N) * m.diffuse + GlossyEnvironmentReflection(reflect(-V, m.flakeN), i.positionWS, prBaseEff, 1.0, screenUV) * (m.f0 * AB.x + AB.y); float2 ABc = AdvEnvBRDFApprox(prCoat, NoV); float3 coatIndirect = GlossyEnvironmentReflection(reflect(-V, N), i.positionWS, prCoat, 1.0, screenUV) * (0.04 * ABc.x + ABc.y); float attenuation = lerp(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); color += baseIndirect * attenuation + coatIndirect * m.coatMask; color = MixFog(color, i.fogFactor); return half4(color, 1); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 Cull Back HLSLPROGRAM #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #pragma multi_compile_instancing #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW // URP 自带的阴影 Pass 只在 _ALPHATEST_ON 时才读 _BaseMap,其余部分与材质无关,直接复用 #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R Cull Back HLSLPROGRAM #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Cull Back HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" ENDHLSL } } }
// 清漆(Clear Coat):在基础 GGX 材质上再盖一层透明的电介质 GGX。 // 两层之间的能量分配、折射对底层的影响,是本案例要讲清的重点。 // (GLSL 版,对应 Ch12/ClearCoat.shader) Shader "Cookbook/Ch12/ClearCoat" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform vec4 _BaseColor; uniform float _Metallic, _Smoothness; uniform float _FlakeDensity; uniform float _FlakeStrength; uniform float _CoatMask, _CoatSmoothness, _CoatEnergy, _CoatAffectBase; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } GLSLPROGRAM #include "Ch12/Ch12Common.glsl" #ifdef VERTEX void main() { Ch12Vert(); } #endif #ifdef FRAGMENT struct MaterialCtx { vec3 N, V; vec3 flakeN; // 带金属片扰动的底层法线 vec3 diffuse, f0; float aBase; // 底层 α(可能已被清漆修正) float aCoat; // 清漆层 α float coatMask; float coatFv; // 清漆在视线方向的菲涅尔,用来衰减底层 }; vec3 ShadeOneLight(MaterialCtx m, Light light) { vec3 L = light.direction; vec3 H = normalize(m.V + L); float NoL = saturate(dot(m.N, L)); float NoV = max(dot(m.N, m.V), 1e-4); float NoH = saturate(dot(m.N, H)); float VoH = saturate(dot(m.V, H)); // 底层:漫反射 + 金属片法线下的 GGX vec3 baseBRDF = m.diffuse * ADV_INV_PI + AdvSpecularGGX(m.flakeN, m.V, L, m.aBase, m.f0); // 清漆层:F0 = 0.04 的电介质 GGX,用宏观法线(漆面是平的) float Fc = AdvF_Schlick(0.04, 1.0, VoH); float coatSpec = AdvD_GGX(NoH, m.aCoat) * AdvV_SmithGGX(NoV, NoL, m.aCoat) * Fc; // 能量衰减:被清漆反射掉的那部分光不会再到达底层 float attenuation = mix(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); vec3 brdf = baseBRDF * attenuation + coatSpec * m.coatMask; return brdf * PI * light.color * (NoL * light.distanceAttenuation * light.shadowAttenuation); } #include "Ch12/LightLoop.glsl" // 程序化金属片:把 UV 切成很小的格子,每格一个随机倾斜的法线 vec3 Hash33(vec3 p) { p = fract(p * vec3(0.1031, 0.1030, 0.0973)); p += dot(p, p.yxz + 33.33); return fract((p.xxy + p.yxx) * p.zyx); } vec3 FlakeNormal(vec2 uv, vec3 T, vec3 B, vec3 N) { vec2 cell = floor(uv * _FlakeDensity); vec3 r = Hash33(vec3(cell, 7.0)) * 2.0 - 1.0; return normalize(N + (r.x * T + r.y * B) * _FlakeStrength); } void main() { vec3 T, B, N; Ch12BuildFrame(T, B, N); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); vec2 screenUV = GetNormalizedScreenSpaceUV(gl_FragCoord); float NoV = saturate(dot(N, V)); MaterialCtx m; m.N = N; m.V = V; m.flakeN = FlakeNormal(uv, T, B, N); m.coatMask = _CoatMask; m.f0 = mix(vec3(0.04), _BaseColor.rgb, _Metallic); m.diffuse = _BaseColor.rgb * (1.0 - _Metallic) * 0.96; float prBase = 1.0 - _Smoothness; float aBase = max(prBase * prBase, 0.002); if (_CoatAffectBase > 0.5) { // ① 折射让底层波瓣变宽:α → 等效 Blinn-Phong 指数,乘 (1/1.5)²,再换回来(与 URP 的做法相同) float ieta = mix(1.0, 1.0 / 1.5, m.coatMask); float n = 2.0 / (aBase * aBase) - 2.0; aBase = sqrt(2.0 / (n * ieta * ieta + 2.0)); // ② 底层 F0 原本相对空气,现在相对 IOR=1.5 的漆:数值会变小、颜色更饱和 vec3 f0Coat = saturate(m.f0 * (m.f0 * 0.526868 + 0.529324) - 0.0482256); m.f0 = mix(m.f0, f0Coat, m.coatMask); } m.aBase = aBase; float prCoat = 1.0 - _CoatSmoothness; m.aCoat = max(prCoat * prCoat, 0.002); m.coatFv = AdvF_Schlick(0.04, 1.0, NoV); vec3 color = AccumulateDirectLighting(m, positionWS, screenUV); // 间接光:底层用(修正后的)底层粗糙度,清漆用自己的粗糙度各采一次反射 float prBaseEff = sqrt(m.aBase); vec2 AB = AdvEnvBRDFApprox(prBaseEff, saturate(dot(m.flakeN, V))); vec3 baseIndirect = SampleSH(N) * m.diffuse + GlossyEnvironmentReflection(reflect(-V, m.flakeN), positionWS, prBaseEff, 1.0) * (m.f0 * AB.x + AB.y); vec2 ABc = AdvEnvBRDFApprox(prCoat, NoV); vec3 coatIndirect = GlossyEnvironmentReflection(reflect(-V, N), positionWS, prCoat, 1.0) * (0.04 * ABc.x + ABc.y); float attenuation = mix(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); color += baseIndirect * attenuation + coatIndirect * m.coatMask; color = MixFog(color, fogFactor); fragColor = vec4(color, 1.0); } #endif ENDGLSL } UsePass "Cookbook/Common/SHADOWCASTER" UsePass "Cookbook/Common/DEPTHONLY" UsePass "Cookbook/Common/DEPTHNORMALS" } }

左图只有底层时,金属片在粗糙高光里闪烁,整体像磨砂的金属;中图盖上清漆后多出一层锐利的高光和清晰的天空反射,底层的颜色和闪点仍然透出来,这就是车漆该有的“深度感”。右图乍看和中图差不多,只是边缘更亮一些——能量问题在普通光照下往往不显眼,需要专门的测试才能看清。

白炉测试:一眼看出能量是否守恒
白炉测试(Furnace Test)是检验 BRDF 能量的经典方法:把物体放进一个各方向亮度完全相同的环境里,关掉所有直接光。一个反照率为 1、不吸收能量的材质,反射出去的光应该刚好等于照进来的光——它会和背景“融为一体”,看不见轮廓。如果某处比背景亮,说明 BRDF 在那里凭空产生了能量;比背景暗,说明能量丢了(单次散射的微表面模型在粗糙时本来就会损失一些,这就是第 11 章提到的多次散射补偿要解决的问题)。
在拍摄脚本里构造这样的环境很简单:一张所有像素都是 0.5 的立方体贴图作为反射源,球谐只保留常数项 0.5,背景色设为线性 0.5(注意相机背景色按 sRGB 解释,要用 Color.gamma 换算):
const float L = 0.5f; var cube = new Cubemap(16, TextureFormat.RGBAHalf, true) { hideFlags = HideFlags.DontSave }; var px = new Color[16 * 16]; for (int k = 0; k < px.Length; k++) px[k] = new Color(L, L, L, 1); for (int f = 0; f < 6; f++) cube.SetPixels(px, (CubemapFace)f); cube.Apply(true); s.Temp.Add(cube); RenderSettings.customReflectionTexture = cube; var sh = new UnityEngine.Rendering.SphericalHarmonicsL2(); sh.AddAmbientLight(new Color(L, L, L)); RenderSettings.ambientProbe = sh; s.Background(new Color(L, L, L).gamma); // 背景色按 sRGB 解释,要换算成线性 0.5 s.Sun.intensity = 0;

左、中两图里球几乎消失,只剩下边缘一圈淡淡的暗环(粗糙底层在掠射角的能量损失);右图边缘发亮,因为在掠射角清漆的反射率接近 1,再加上一个完整的底层,总反射率超过了 1。普通场景里这种错误会表现为“物体边缘发白、看起来像蒙了一层雾”,很容易被误当成环境光太亮。
与 URP Complex Lit 对照

两者整体一致。可见的差别是:URP 的清漆高光略亮、略大——它的清漆镜面项用的是 URP 自己的 DirectBRDFSpecular(一种把 D 和 V 合并的简化 GGX)乘常数 0.04,而我们用的是完整的 D·V·F,F 在正对视线时比 0.04 还小一点。这类差别属于“近似方法不同”,不是谁对谁错。
UniversalForwardOnly(见 12.1 的说明)。性能与调参建议
清漆的直接光要多算一次 D·V·F,环境光要多采一次反射探针(不同的 mip 等级),总开销大约是基准材质的 1.5 倍左右,具体以目标平台实测为准。移动端可以把底层的环境反射省掉(底层粗糙,环境反射本来就很模糊,用球谐近似即可),只保留清漆那一次采样。清漆光滑度一般取 0.85~1.0;做旧、磨砂清漆可以降到 0.6 左右,但此时两层高光会混在一起,清漆的意义就不大了。金属片的密度要与屏幕分辨率匹配:格子小于一个像素时会严重闪烁,远处应当按距离或 mip 淡出金属片强度。