源码 / Ch08/EnvReflection.shader
Ch08/EnvReflection.shader
// 只看“间接高光”:按粗糙度从预过滤 cubemap 的不同 mip 取环境反射。 // 模式 0:URP 的 GlossyEnvironmentReflection(探针、混合、盒体投影全包); // 模式 1:手动采样全局环境 cubemap,粗糙度 → mip 用线性映射(对照用); // 模式 2:手动采样,使用 URP 的非线性映射 PerceptualRoughnessToMipmapLevel。 Shader "Cookbook/Ch08/EnvReflection" { Properties { _Roughness("Perceptual Roughness", Range(0, 1)) = 0.3 [Enum(URP,0,ManualLinear,1,ManualURPCurve,2)] _Mode("Mode", Float) = 0 _Tint("Tint", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half4 _Tint; half _Roughness; half _Mode; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile _ _FORWARD_PLUS #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; }; Varyings vert(Attributes input) { Varyings o; o.positionWS = TransformObjectToWorld(input.positionOS.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.normalWS = TransformObjectToWorldNormal(input.normalOS); return o; } // 手动版:全局环境反射(Lighting 窗口里的 Environment Reflections)由 URP 设置为 // _GlossyEnvironmentCubeMap,它的 mip 链是按粗糙度预过滤过的 half3 SampleEnvManual(half3 R, half perceptualRoughness, bool urpCurve) { half mip = urpCurve ? PerceptualRoughnessToMipmapLevel(perceptualRoughness) // r·(1.7-0.7r)·6 : perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; // 线性:r·6 half4 encoded = SAMPLE_TEXTURECUBE_LOD(_GlossyEnvironmentCubeMap, sampler_GlossyEnvironmentCubeMap, R, mip); // HDR 解码:RGBM/dLDR 编码的 cubemap 需要 _HDR 参数还原,浮点格式时它只是乘一个强度 return DecodeHDREnvironment(encoded, _GlossyEnvironmentCubeMap_HDR); } half4 frag(Varyings i) : SV_Target { half3 N = normalize(i.normalWS); half3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); half3 R = reflect(-V, N); half3 c; if (_Mode < 0.5) { float2 screenUV = GetNormalizedScreenSpaceUV(i.positionCS); c = GlossyEnvironmentReflection(R, i.positionWS, _Roughness, 1.0h, screenUV); } else { c = SampleEnvManual(R, _Roughness, _Mode > 1.5); } return half4(c * _Tint.rgb, 1); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex Ch08DepthVert #pragma fragment Ch08NullFrag #include "Assets/Cookbook/Ch08/Ch08Passes.hlsl" ENDHLSL } } }