源码 / Ch12/ThinFilm.shader
Ch12/ThinFilm.shader
// 薄膜干涉(Iridescence):肥皂泡、油膜、甲虫壳、回火金属的彩虹色。 // 菲涅尔项 F 被替换成“三层结构的干涉反射率”,其余仍是 GGX。 Shader "Cookbook/Ch12/ThinFilm" { Properties { [MainColor] _BaseColor ("Base Diffuse Color", Color) = (0.02, 0.02, 0.025, 1) [KeywordEnum(Spectral, RGB3, Belcour)] _Film ("Film Evaluation", Float) = 0 _BaseF0 ("Base F0 (under film)", Range(0.02, 0.95)) = 0.04 _Thickness ("Film Thickness (nm)", Range(0, 1200)) = 400 _ThicknessTex ("Thickness Variation (R)", 2D) = "gray" {} _ThicknessVar ("Thickness Variation (nm)", Range(0, 800)) = 0 _FilmIOR ("Film IOR", Range(1.0, 2.5)) = 1.33 _Smoothness ("Smoothness", Range(0, 1)) = 0.9 } 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 _ThicknessTex_ST; half4 _BaseColor; half _BaseF0, _Thickness, _ThicknessVar, _FilmIOR, _Smoothness; CBUFFER_END TEXTURE2D(_ThicknessTex); SAMPLER(sampler_ThicknessTex); ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } HLSLPROGRAM #pragma target 3.5 #pragma vertex Ch12Vert #pragma fragment frag #pragma shader_feature_local_fragment _FILM_SPECTRAL _FILM_RGB3 _FILM_BELCOUR #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" float3 FilmFresnel(float cosTheta, float thickness) { #if defined(_FILM_RGB3) // 偷懒版:只在 R/G/B 三个代表波长上算一次 Airy 反射率 float sin2 = (1.0 - cosTheta * cosTheta) / (_FilmIOR * _FilmIOR); float opd = 2.0 * _FilmIOR * thickness * sqrt(saturate(1.0 - sin2)); float r12 = -sqrt(AdvF_Schlick(Sq((1.0 - _FilmIOR) / (1.0 + _FilmIOR)), 1.0, cosTheta)); float baseIOR = (1.0 + sqrt(_BaseF0)) / (1.0 - sqrt(min(_BaseF0, 0.99))); float r23 = sign(_FilmIOR - baseIOR) * sqrt(Sq((_FilmIOR - baseIOR) / (_FilmIOR + baseIOR))); return float3(AdvAiryReflectance(r12, r23, opd, 650.0), AdvAiryReflectance(r12, r23, opd, 532.0), AdvAiryReflectance(r12, r23, opd, 450.0)); #elif defined(_FILM_BELCOUR) // core 包里 HDRP 用的 Belcour & Barla 2017 实现;它的厚度参数是 0~1 的归一化值 return EvalIridescence(1.0, cosTheta, saturate(thickness / 1000.0), _BaseF0.xxx); #else return AdvThinFilm(cosTheta, thickness, _FilmIOR, _BaseF0); #endif } struct MaterialCtx { float3 N, V; float3 diffuse; float a, thickness; }; 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)); float3 F = FilmFresnel(VoH, m.thickness); // 用薄膜反射率替换 Schlick float3 spec = AdvD_GGX(NoH, m.a) * AdvV_SmithGGX(NoV, NoL, m.a) * F; float3 brdf = m.diffuse * ADV_INV_PI + spec; 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); float NoV = saturate(dot(N, V)); half tn = SAMPLE_TEXTURE2D(_ThicknessTex, sampler_ThicknessTex, TRANSFORM_TEX(i.uv, _ThicknessTex)).r; MaterialCtx m; m.N = N; m.V = V; m.diffuse = _BaseColor.rgb; m.thickness = max(_Thickness + (tn - 0.5) * 2.0 * _ThicknessVar, 0.0); float pr = 1.0 - _Smoothness; m.a = max(pr * pr, 0.002); half3 color = AccumulateDirectLighting(m, i.positionWS, screenUV); // 环境反射同样用薄膜反射率,角度取 N·V;AB.x + AB.y 近似粗糙度带来的能量损失 float2 AB = AdvEnvBRDFApprox(pr, NoV); color += SampleSH(N) * m.diffuse; color += GlossyEnvironmentReflection(reflect(-V, N), i.positionWS, pr, 1.0, screenUV) * FilmFresnel(NoV, m.thickness) * (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 } } }