源码 / Ch10/SpecFurnace.shader
Ch10/SpecFurnace.shader
// 第 10 章:对 URP 直接高光做白炉测试。 // 与第 9 章的 WhiteFurnace 相同的蒙特卡洛积分,但被积的 BRDF 换成 URP 的 DirectBRDFSpecular(F0 = 1)。 // 能量守恒的 BRDF 积分结果 E ≤ 1;球比背景亮,说明这个近似在该粗糙度下“造”出了能量。 Shader "Cookbook/Ch10/SpecFurnace" { Properties { [Enum(URP_Approx,0,Reference,1)] _Mode("Mode", Float) = 0 _Smoothness("Smoothness", Range(0, 1)) = 0.5 _EnvColor("Environment Radiance", Color) = (0.5, 0.5, 0.5, 1) _SampleCount("Sample Count", Float) = 1024 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } Pass { Tags { "LightMode"="UniversalForward" } HLSLPROGRAM #pragma target 4.5 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" CBUFFER_START(UnityPerMaterial) float _Mode, _Smoothness, _SampleCount; float4 _EnvColor; CBUFFER_END struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; }; Varyings vert(Attributes v) { Varyings o; o.positionWS = TransformObjectToWorld(v.positionOS.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.normalWS = TransformObjectToWorldNormal(v.normalOS); return o; } float RadicalInverse(uint bits) { bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return float(bits) * 2.3283064365386963e-10; } half4 frag(Varyings i) : SV_Target { float3 N = normalize(i.normalWS); float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); float NoV = max(dot(N, V), 1e-4); half alpha = 1; BRDFData brdf; InitializeBRDFData(half3(1, 1, 1), 1.0, 0, _Smoothness, alpha, brdf); // F0 = 1 float a = brdf.roughness; float3 up = abs(N.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0); float3 T = normalize(cross(up, N)), B = cross(N, T); uint count = (uint)_SampleCount; float sum = 0; for (uint k = 0; k < count; k++) { float2 xi = float2((k + 0.5) / count, RadicalInverse(k)); float cosT = sqrt((1 - xi.x) / (1 + (a * a - 1) * xi.x)); float sinT = sqrt(1 - cosT * cosT), phi = TWO_PI * xi.y; float3 H = T * (sinT * cos(phi)) + B * (sinT * sin(phi)) + N * cosT; float3 L = reflect(-V, H); float NoL = dot(N, L); if (NoL <= 0) continue; float NoH = saturate(dot(N, H)), VoH = saturate(dot(V, H)); float pdf = D_GGX(NoH, a) * NoH / (4 * VoH); // 按 GGX 抽样的概率密度 float f = (_Mode < 0.5) ? DirectBRDFSpecular(brdf, N, L, V) * INV_PI // 去掉 Unity 约定里的 π,还原成 BRDF : D_GGX(NoH, a) * V_SmithJointGGX(NoL, NoV, a); // F = 1 sum += f * NoL / max(pdf, 1e-6); } float E = sum / count; return half4(_EnvColor.rgb * E, 1); } ENDHLSL } } }