源码 / shaders/Ch09/BRDFTerms.glsl
shaders/Ch09/BRDFTerms.glsl
// 第 9 章:BRDF 单项可视化。(GLSL 版,对应 Ch09/BRDFTerms.shader) // 用一个 _Mode 参数切换输出 D、G、F、镜面项、漫反射项或完整的直接光照, // 配合一排粗糙度递增的小球,就能“看见”每一项随粗糙度怎么变。 Shader "Cookbook/Ch09/BRDFTerms" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForward" } GLSLPROGRAM #include "Ch09/BRDFLib.glsl" uniform float _Mode, _NDF, _GModel, _DiffuseModel; uniform float _Roughness; uniform vec4 _F0, _Albedo; uniform float _Display, _Exposure; VARYING vec3 positionWS; VARYING vec3 normalWS; #ifdef VERTEX void main() { VertexPositionInputs p = GetVertexPositionInputs(positionOS.xyz); gl_Position = p.positionCS; positionWS = p.positionWS; normalWS = TransformObjectToWorldNormal(normalOS); } #endif #ifdef FRAGMENT float EvalD(float NoH, float a) { if (_NDF < 0.5) return C9_D_GGX(NoH, a); if (_NDF < 1.5) return C9_D_Beckmann(NoH, a); return C9_D_BlinnPhong(NoH, a); } float EvalG(float NoL, float NoV, float a) { if (_GModel < 0.5) return C9_G_SmithSeparable(NoL, NoV, a); if (_GModel < 1.5) return C9_G_SmithHeightCorrelated(NoL, NoV, a); if (_GModel < 2.5) return C9_G_SchlickGGX(NoL, NoV, a); // 两种 Smith 形式之差放大 10 倍,看它们在哪儿不一样 return abs(C9_G_SmithHeightCorrelated(NoL, NoV, a) - C9_G_SmithSeparable(NoL, NoV, a)) * 10.0; } void main() { vec3 N = normalize(normalWS); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); Light light = GetMainLight(); vec3 L = light.direction; vec3 H = SafeNormalize(L + V); float NoL = saturate(dot(N, L)); float NoV = max(dot(N, V), 1e-4); // 防止边缘处除零 float NoH = saturate(dot(N, H)); float VoH = saturate(dot(V, H)); float LoH = VoH; // h 是 l、v 的角平分线,两者相等 float a = _Roughness * _Roughness; // α = perceptualRoughness² float D = EvalD(NoH, a); float G = EvalG(NoL, NoV, a); vec3 F = C9_F_Schlick(_F0.rgb, VoH); // Cook-Torrance 镜面 BRDF:D·G·F / (4 (n·l)(n·v)) vec3 fSpec = D * G * F / max(4.0 * NoL * NoV, 1e-4); vec3 fDiff = (_DiffuseModel < 0.5) ? C9_Lambert(_Albedo.rgb) : C9_DisneyDiffuse(_Albedo.rgb, NoL, NoV, LoH, _Roughness); // Unity 的灯光“颜色×强度”约定:白色 Lambert 面正对强度 1 的灯时输出 1, // 相当于入射辐照度 E = π · lightColor,所以出射辐射率 = f · π · lightColor · (n·l)。 vec3 E = PI * light.color * NoL; vec3 c; if (_Mode < 0.5) c = vec3(D); else if (_Mode < 1.5) c = vec3(NoL > 0.0 ? G : 0.0); else if (_Mode < 2.5) c = C9_F_Schlick(_F0.rgb, NoV); else if (_Mode < 3.5) c = F; else if (_Mode < 4.5) c = fSpec * E; else if (_Mode < 5.5) c = fDiff * E; else c = ((1.0 - F) * fDiff + fSpec) * E; // 漫反射只拿“没被镜面反射走”的那部分 // 显示映射:Raw 直接输出(超过 1 会被截断);Exp 用 1 - e^(-x·k) 把大范围数值压进 0..1 if (_Display > 0.5) c = 1.0 - exp(-c * _Exposure); else c *= _Exposure; fragColor = vec4(c, 1.0); } #endif ENDGLSL } } }