GameTech/URP 渲染实战
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
        }
    }
}