源码 / Ch11/MyPBR.shader
Ch11/MyPBR.shader
// 第 11 章最终成果:完全手写 BRDF 的 PBR Shader,可直接在项目中使用。 // 支持:Forward / Forward+、主光与附加光阴影、SH + 反射探针 IBL、DFG(解析或 LUT)、多次散射补偿、 // 法线贴图、Mask Map(R 金属 G AO A 光滑)、自发光、SSAO、光照贴图、Light Layers、 // Rendering Debugger、SRP Batcher、GPU Instancing。 Shader "Cookbook/Ch11/MyPBR" { Properties { [MainTexture] _BaseMap ("Base Map", 2D) = "white" {} [MainColor] _BaseColor ("Base Color", Color) = (1, 1, 1, 1) _Metallic ("Metallic", Range(0, 1)) = 0 _Smoothness ("Smoothness", Range(0, 1)) = 0.5 [Toggle(_MASKMAP)] _UseMaskMap ("Use Mask Map", Float) = 0 [NoScaleOffset] _MaskMap ("Mask (R Metal, G AO, A Smooth)", 2D) = "white" {} _OcclusionStrength ("Occlusion Strength", Range(0, 1)) = 1 [Toggle(_NORMALMAP)] _UseNormalMap ("Use Normal Map", Float) = 0 [NoScaleOffset][Normal] _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Normal Scale", Float) = 1 [Toggle(_EMISSION)] _UseEmission ("Use Emission", Float) = 0 [NoScaleOffset] _EmissionMap ("Emission Map", 2D) = "white" {} [HDR] _EmissionColor ("Emission Color", Color) = (0, 0, 0, 1) [Toggle(_DFG_LUT)] _UseDFGLut ("Use DFG LUT (else analytic)", Float) = 0 [NoScaleOffset] _DFGLut ("DFG LUT", 2D) = "black" {} _EnergyCompensation ("Multi-Scatter Compensation", Range(0, 1)) = 1 _SpecularOcclusion ("Specular Occlusion", Range(0, 1)) = 1 [Toggle(_ALPHATEST_ON)] _AlphaClip ("Alpha Clip", Float) = 0 _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE // 所有 Pass 共享同一份 CBUFFER 声明,保证 SRP Batcher 兼容 #include "Assets/Cookbook/Ch11/MyPBR_Input.hlsl" ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForward" } ZWrite On Cull Back HLSLPROGRAM #pragma target 2.0 #pragma vertex MyPBRVert #pragma fragment MyPBRFrag // ---- 材质关键字(只编译用到的组合)---- #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _MASKMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _DFG_LUT #pragma shader_feature_local_fragment _ALPHATEST_ON // ---- URP 管线关键字(抄自 URP 14 Lit.shader 的 ForwardLit Pass)---- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile _ _FORWARD_PLUS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ---- Unity 内置关键字:光照贴图、雾、调试 ---- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_instancing #include "Assets/Cookbook/Ch11/MyPBR_ForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 Cull Back HLSLPROGRAM #pragma target 2.0 #pragma vertex MyShadowVert #pragma fragment MyShadowFrag #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile_instancing // 方向光与点/聚光的法线偏移公式不同,URP 用这个关键字区分 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Assets/Cookbook/Ch11/MyPBR_DepthPasses.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R Cull Back HLSLPROGRAM #pragma target 2.0 #pragma vertex MyDepthVert #pragma fragment MyDepthFrag #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile_instancing #include "Assets/Cookbook/Ch11/MyPBR_DepthPasses.hlsl" ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Cull Back HLSLPROGRAM #pragma target 2.0 #pragma vertex MyDepthNormalsVert #pragma fragment MyDepthNormalsFrag #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Assets/Cookbook/Ch11/MyPBR_DepthPasses.hlsl" ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma target 2.0 #pragma vertex MyMetaVert #pragma fragment MyMetaFrag #pragma shader_feature_local_fragment _MASKMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature EDITOR_VISUALIZATION #include "Assets/Cookbook/Ch11/MyPBR_MetaPass.hlsl" ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" }