源码 / Ch30/FireflySource.shader
Ch30/FireflySource.shader
// 30.7 节问题现场四(错误示范):数值异常的 Shader。少数像素的分母接近 0,算出极大的 HDR 值(“萤火虫”), // 再被 Bloom 放大成一团团光斑。同类问题还有 NaN(sqrt/log 参数为负、normalize 零向量、0/0)。 Shader "Cookbook/Ch30/FireflySource" { Properties { [MainColor] _BaseColor ("Color", Color) = (0.8, 0.8, 0.8, 1) _BadRatio ("Bad Pixel Ratio", Range(0, 0.05)) = 0.006 [Toggle] _Fix ("Fix (clamp denominator)", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } Pass { Tags { "LightMode"="UniversalForward" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float _BadRatio, _Fix; CBUFFER_END struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; float2 uv : TEXCOORD1; }; Varyings vert(Attributes input) { Varyings o; o.positionCS = TransformObjectToHClip(input.positionOS.xyz); o.normalWS = TransformObjectToWorldNormal(input.normalOS); o.uv = input.uv; return o; } float4 frag(Varyings i) : SV_Target { // 每个小格子一个随机数,模拟“偶尔为 0”的输入(例如某个几何项、某张贴图的通道) float2 cell = floor(i.uv * 160); float n = frac(sin(dot(cell, float2(12.9898, 78.233))) * 43758.5453); float denom = n < _BadRatio ? 1e-5 : n; // 少数像素分母几乎为 0 if (_Fix > 0.5) denom = max(denom, 0.05); // 修复:给分母一个合理下限 float boost = min(0.5 / denom, 1e5); // 本意:0.5~几 的增益 Light light = GetMainLight(); float3 diffuse = _BaseColor.rgb * (saturate(dot(normalize(i.normalWS), light.direction)) * light.color + 0.3); return float4(diffuse * (0.85 + 0.15 * saturate(boost)) + boost * 0.002 * (boost > 50), 1); } ENDHLSL } } }