源码 / Ch11/MyPBRDebug.shader
Ch11/MyPBRDebug.shader
// MyPBR 的调试视图:把 BRDF 的每一项、光照的每一部分单独输出,用来验证实现和写书配图。 // 与 MyPBR 共用全部 HLSL,只换了片元函数。_View 用 uniform 分支(不产生变体),调试用足够了。 Shader "Cookbook/Ch11/MyPBRDebug" { 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", 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", Float) = 0 [NoScaleOffset] _DFGLut ("DFG LUT", 2D) = "black" {} _EnergyCompensation ("Multi-Scatter Compensation", Range(0, 1)) = 1 _SpecularOcclusion ("Specular Occlusion", Range(0, 1)) = 1 _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 [Enum(Final,0,D,1,G2,2,F,3,DirectSpecular,4,DirectDiffuse,5,IndirectDiffuse,6,IndirectSpecular,7,Direct,8,Indirect,9,PrefilteredEnv,10,EnvBRDF,11)] _View ("View", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Assets/Cookbook/Ch11/MyPBR_Input.hlsl" float _View; // 调试专用,故意放在 CBUFFER 外(这个 Shader 不追求 SRP Batcher 兼容) ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForward" } HLSLPROGRAM #pragma target 2.0 #pragma vertex MyPBRVert #pragma fragment DebugFrag #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 multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _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 _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ _FORWARD_PLUS #include "Assets/Cookbook/Ch11/MyPBR_ForwardPass.hlsl" half4 DebugFrag(Varyings i) : SV_Target { MySurface s = MySampleSurface(i.uv); InputData id = MyInitInputData(i, s.normalTS); MyMaterial m = MyInitMaterial(s.albedo, s.metallic, s.perceptualRoughness); int view = (int)_View; // 1~3:只看主光方向上的单项,便于和第 9 章的公式图对照 if (view >= 1 && view <= 3) { Light L = GetMainLight(); float3 N = id.normalWS, V = id.viewDirectionWS, H = SafeNormalize(L.direction + V); float NoV = abs(dot(N, V)) + 1e-5, NoL = saturate(dot(N, L.direction)); float NoH = saturate(dot(N, H)), LoH = saturate(dot(L.direction, H)); if (view == 1) // 归一化的 D:除以峰值 1/(π α²),范围 0~1 return MyD_GGX(NoH, m.a2) * PI * m.a2 * (NoL > 0); if (view == 2) // G2 = V * 4 NoL NoV,范围 0~1 return MyV_SmithGGXCorrelated(NoV, NoL, m.a2) * 4.0 * NoL * NoV; return half4(MyF_Schlick(m.f0, 1.0, LoH) * (NoL > 0), 1); } MyLightingTerms t = MyComputeLighting(s, m, id); float3 c; switch (view) { case 4: c = t.directSpecular; break; case 5: c = t.directDiffuse; break; case 6: c = t.indirectDiffuse; break; case 7: c = t.indirectSpecular; break; case 8: c = t.directDiffuse + t.directSpecular; break; case 9: c = t.indirectDiffuse + t.indirectSpecular; break; case 10: c = MySamplePrefilteredEnv(reflect(-id.viewDirectionWS, id.normalWS), m.perceptualRoughness, id.positionWS, id.normalizedScreenSpaceUV); break; case 11: { float NoV = saturate(dot(id.normalWS, id.viewDirectionWS)); float2 dfg = MyEnvDFG(NoV, m.perceptualRoughness); c = m.f0 * dfg.x + dfg.y; break; } default: c = t.directDiffuse + t.directSpecular + t.indirectDiffuse + t.indirectSpecular + t.emission; break; } return half4(c, 1); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma vertex MyShadowVert #pragma fragment MyShadowFrag #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 HLSLPROGRAM #pragma vertex MyDepthVert #pragma fragment MyDepthFrag #include "Assets/Cookbook/Ch11/MyPBR_DepthPasses.hlsl" ENDHLSL } } }