源码 / Ch12/Anisotropic.shader
Ch12/Anisotropic.shader
// 各向异性 GGX:拉丝金属。切线方向 T = 拉丝(划痕)方向。 Shader "Cookbook/Ch12/Anisotropic" { Properties { [MainColor] _BaseColor ("Base Color", Color) = (0.92, 0.92, 0.9, 1) _Metallic ("Metallic", Range(0, 1)) = 1 _Smoothness ("Smoothness", Range(0, 1)) = 0.6 _Anisotropy ("Anisotropy", Range(-0.95, 0.95)) = 0.8 [KeywordEnum(Tangent, Bitangent, Radial)] _Dir ("Brush Direction", Float) = 0 _BrushTex ("Brush Streaks (R)", 2D) = "gray" {} _BrushStrength ("Brush Streak Strength", Range(0, 1)) = 0.3 [Toggle] _AnisoIBL ("Bent Normal for IBL", 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) float4 _BrushTex_ST; half4 _BaseColor; half _Metallic, _Smoothness, _Anisotropy, _BrushStrength, _AnisoIBL; CBUFFER_END TEXTURE2D(_BrushTex); SAMPLER(sampler_BrushTex); ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } HLSLPROGRAM #pragma target 3.5 #pragma vertex Ch12Vert #pragma fragment frag #pragma shader_feature_local_fragment _DIR_TANGENT _DIR_BITANGENT _DIR_RADIAL #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, T, B; float3 diffuse, f0; float at, ab; }; 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)); float D = AdvD_GGXAniso(dot(m.T, H), dot(m.B, H), NoH, m.at, m.ab); float Vis = AdvV_SmithGGXAniso(dot(m.T, m.V), dot(m.B, m.V), NoV, dot(m.T, L), dot(m.B, L), NoL, m.at, m.ab); float3 F = AdvF_Schlick(m.f0, 1.0, VoH); float3 brdf = m.diffuse * ADV_INV_PI + D * Vis * F; return brdf * PI * light.color * (NoL * light.distanceAttenuation * light.shadowAttenuation); } #include "Assets/Cookbook/Ch12/LightLoop.hlsl" 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); // 选择拉丝方向;条纹贴图的纹路沿 U 方向,采样坐标也跟着转 float2 streakUV = i.uv; #if defined(_DIR_BITANGENT) float3 tmp = T; T = B; B = -tmp; streakUV = i.uv.yx; #elif defined(_DIR_RADIAL) // 以 UV 中心为圆心的同心圆拉丝(锅底、CD 纹):切线 = 圆周方向 float2 d = i.uv - 0.5; float2 c = normalize(float2(-d.y, d.x) + 1e-5); T = normalize(c.x * T + c.y * B); B = cross(N, T); streakUV = float2(0.5, length(d) * 2.0); // 条纹只随半径变化 → 同心圆 #endif // 拉丝条纹:一点点调制粗糙度和颜色,让表面“有料” half streak = SAMPLE_TEXTURE2D(_BrushTex, sampler_BrushTex, streakUV * _BrushTex_ST.xy + _BrushTex_ST.zw).r; float pr = saturate(1.0 - _Smoothness + (streak - 0.5) * _BrushStrength * 0.6); float a = max(pr * pr, 0.002); half3 albedo = _BaseColor.rgb * lerp(1.0, 0.75 + 0.5 * streak, _BrushStrength); MaterialCtx m; m.N = N; m.V = V; m.T = T; m.B = B; m.f0 = lerp(0.04, albedo, _Metallic); m.diffuse = albedo * (1.0 - _Metallic) * 0.96; AdvAnisoRoughness(a, _Anisotropy, m.at, m.ab); half3 color = AccumulateDirectLighting(m, i.positionWS, screenUV); // 各向异性的环境反射:没法预滤波,常用“弯曲法线”近似(Filament 的做法) // grooveDir 是光滑的方向(划痕走向);anisoN = V 投影到垂直于它的平面上, // 把法线朝 anisoN 扭一扭,反射就会沿“粗糙方向”被拉长 float3 grooveDir = _Anisotropy >= 0.0 ? T : B; float3 anisoT = cross(grooveDir, V); float3 anisoN = cross(anisoT, grooveDir); float bend = abs(_Anisotropy) * saturate(5.0 * pr) * _AnisoIBL; float3 bentN = normalize(lerp(N, anisoN, bend)); float3 R = reflect(-V, bentN); float2 AB = AdvEnvBRDFApprox(pr, saturate(dot(N, V))); color += SampleSH(N) * m.diffuse; color += GlossyEnvironmentReflection(R, i.positionWS, pr, 1.0, screenUV) * (m.f0 * AB.x + AB.y); 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 } } }