// 清漆(Clear Coat):在基础 GGX 材质上再盖一层透明的电介质 GGX。 // 两层之间的能量分配、折射对底层的影响,是本案例要讲清的重点。 // (GLSL 版,对应 Ch12/ClearCoat.shader) Shader "Cookbook/Ch12/ClearCoat" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform vec4 _BaseColor; uniform float _Metallic, _Smoothness; uniform float _FlakeDensity; uniform float _FlakeStrength; uniform float _CoatMask, _CoatSmoothness, _CoatEnergy, _CoatAffectBase; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } GLSLPROGRAM #include "Ch12/Ch12Common.glsl" #ifdef VERTEX void main() { Ch12Vert(); } #endif #ifdef FRAGMENT //#region ctx struct MaterialCtx { vec3 N, V; vec3 flakeN; // 带金属片扰动的底层法线 vec3 diffuse, f0; float aBase; // 底层 α(可能已被清漆修正) float aCoat; // 清漆层 α float coatMask; float coatFv; // 清漆在视线方向的菲涅尔,用来衰减底层 }; //#endregion //#region shade vec3 ShadeOneLight(MaterialCtx m, Light light) { vec3 L = light.direction; vec3 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)); // 底层:漫反射 + 金属片法线下的 GGX vec3 baseBRDF = m.diffuse * ADV_INV_PI + AdvSpecularGGX(m.flakeN, m.V, L, m.aBase, m.f0); // 清漆层:F0 = 0.04 的电介质 GGX,用宏观法线(漆面是平的) float Fc = AdvF_Schlick(0.04, 1.0, VoH); float coatSpec = AdvD_GGX(NoH, m.aCoat) * AdvV_SmithGGX(NoV, NoL, m.aCoat) * Fc; // 能量衰减:被清漆反射掉的那部分光不会再到达底层 float attenuation = mix(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); vec3 brdf = baseBRDF * attenuation + coatSpec * m.coatMask; return brdf * PI * light.color * (NoL * light.distanceAttenuation * light.shadowAttenuation); } //#endregion #include "Ch12/LightLoop.glsl" //#region flake // 程序化金属片:把 UV 切成很小的格子,每格一个随机倾斜的法线 vec3 Hash33(vec3 p) { p = fract(p * vec3(0.1031, 0.1030, 0.0973)); p += dot(p, p.yxz + 33.33); return fract((p.xxy + p.yxx) * p.zyx); } vec3 FlakeNormal(vec2 uv, vec3 T, vec3 B, vec3 N) { vec2 cell = floor(uv * _FlakeDensity); vec3 r = Hash33(vec3(cell, 7.0)) * 2.0 - 1.0; return normalize(N + (r.x * T + r.y * B) * _FlakeStrength); } //#endregion //#region frag void main() { vec3 T, B, N; Ch12BuildFrame(T, B, N); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); vec2 screenUV = GetNormalizedScreenSpaceUV(gl_FragCoord); float NoV = saturate(dot(N, V)); MaterialCtx m; m.N = N; m.V = V; m.flakeN = FlakeNormal(uv, T, B, N); m.coatMask = _CoatMask; m.f0 = mix(vec3(0.04), _BaseColor.rgb, _Metallic); m.diffuse = _BaseColor.rgb * (1.0 - _Metallic) * 0.96; float prBase = 1.0 - _Smoothness; float aBase = max(prBase * prBase, 0.002); if (_CoatAffectBase > 0.5) { // ① 折射让底层波瓣变宽:α → 等效 Blinn-Phong 指数,乘 (1/1.5)²,再换回来(与 URP 的做法相同) float ieta = mix(1.0, 1.0 / 1.5, m.coatMask); float n = 2.0 / (aBase * aBase) - 2.0; aBase = sqrt(2.0 / (n * ieta * ieta + 2.0)); // ② 底层 F0 原本相对空气,现在相对 IOR=1.5 的漆:数值会变小、颜色更饱和 vec3 f0Coat = saturate(m.f0 * (m.f0 * 0.526868 + 0.529324) - 0.0482256); m.f0 = mix(m.f0, f0Coat, m.coatMask); } m.aBase = aBase; float prCoat = 1.0 - _CoatSmoothness; m.aCoat = max(prCoat * prCoat, 0.002); m.coatFv = AdvF_Schlick(0.04, 1.0, NoV); vec3 color = AccumulateDirectLighting(m, positionWS, screenUV); // 间接光:底层用(修正后的)底层粗糙度,清漆用自己的粗糙度各采一次反射 float prBaseEff = sqrt(m.aBase); vec2 AB = AdvEnvBRDFApprox(prBaseEff, saturate(dot(m.flakeN, V))); vec3 baseIndirect = SampleSH(N) * m.diffuse + GlossyEnvironmentReflection(reflect(-V, m.flakeN), positionWS, prBaseEff, 1.0) * (m.f0 * AB.x + AB.y); vec2 ABc = AdvEnvBRDFApprox(prCoat, NoV); vec3 coatIndirect = GlossyEnvironmentReflection(reflect(-V, N), positionWS, prCoat, 1.0) * (0.04 * ABc.x + ABc.y); float attenuation = mix(1.0, 1.0 - m.coatMask * m.coatFv, _CoatEnergy); color += baseIndirect * attenuation + coatIndirect * m.coatMask; color = MixFog(color, fogFactor); fragColor = vec4(color, 1.0); } //#endregion #endif ENDGLSL } UsePass "Cookbook/Common/SHADOWCASTER" UsePass "Cookbook/Common/DEPTHONLY" UsePass "Cookbook/Common/DEPTHNORMALS" } }