// 布料:Charlie sheen 法线分布 + Neubelt 可见性 + 包裹漫反射与次表面色(Filament 布料模型的思路)。 // (GLSL 版,对应 Ch12/Cloth.shader) Shader "Cookbook/Ch12/Cloth" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform vec4 _BaseColor, _SheenColor, _SubsurfaceColor; uniform float _Smoothness, _SheenRoughness, _Wrap; uniform float _WeaveScale; uniform float _WeaveStrength; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } GLSLPROGRAM #pragma shader_feature_local_fragment _MODEL_GGX _MODEL_CHARLIE _MODEL_SUBSURFACE #include "Ch12/Ch12Common.glsl" #ifdef VERTEX void main() { Ch12Vert(); } #endif #ifdef FRAGMENT struct MaterialCtx { vec3 N, V; vec3 albedo, sheen; float a; // GGX 用的 α float sheenA; // Charlie 用的 α }; //#region shade vec3 ShadeOneLight(MaterialCtx m, Light light) { vec3 L = light.direction; vec3 H = normalize(m.V + L); float NoLu = dot(m.N, L); float NoL = saturate(NoLu); float NoV = max(dot(m.N, m.V), 1e-4); float NoH = saturate(dot(m.N, H)); float atten = light.distanceAttenuation * light.shadowAttenuation; #if defined(_MODEL_GGX) // 对照组:把布当成普通电介质 vec3 brdf = m.albedo * ADV_INV_PI + AdvSpecularGGX(m.N, m.V, L, m.a, 0.04); return brdf * PI * light.color * (NoL * atten); #else // 镜面:Charlie 分布 × Neubelt 可见性 × sheen 颜色(布料没有明显的菲涅尔变化,直接用颜色当 F) vec3 Fr = AdvD_Charlie(NoH, m.sheenA) * AdvV_Neubelt(NoV, NoL) * m.sheen; #if defined(_MODEL_SUBSURFACE) // 漫反射:包裹 + 次表面色,光“渗”进暗部并带上颜色 vec3 Fd = m.albedo * ADV_INV_PI * AdvWrapDiffuse(NoLu, _Wrap); Fd *= saturate(_SubsurfaceColor.rgb + NoL); return (Fd + Fr * NoL) * PI * light.color * atten; #else vec3 Fd = m.albedo * ADV_INV_PI; return (Fd + Fr) * PI * light.color * (NoL * atten); #endif #endif } //#endregion #include "Ch12/LightLoop.glsl" 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)); //#region weave // 程序化平纹:经纬线交替压在上面,用两组正弦的乘积近似线的明暗 vec2 w = uv * _WeaveScale; float warp = abs(sin(w.x * PI)) * step(0.5, fract(w.y * 0.5 + floor(w.x) * 0.5)); float weft = abs(sin(w.y * PI)) * (1.0 - step(0.5, fract(w.y * 0.5 + floor(w.x) * 0.5))); float thread = saturate(warp + weft); float weave = mix(1.0, mix(0.7, 1.1, thread), _WeaveStrength); //#endregion MaterialCtx m; m.N = N; m.V = V; m.albedo = _BaseColor.rgb * weave; m.sheen = _SheenColor.rgb * weave; float pr = 1.0 - _Smoothness; m.a = max(pr * pr, 0.002); m.sheenA = max(_SheenRoughness * _SheenRoughness, 0.01); vec3 color = AccumulateDirectLighting(m, positionWS, screenUV); // 间接光 color += SampleSH(N) * m.albedo; #if defined(_MODEL_GGX) vec2 AB = AdvEnvBRDFApprox(pr, NoV); color += GlossyEnvironmentReflection(reflect(-V, N), positionWS, pr, 1.0) * (0.04 * AB.x + AB.y); #else // 环境 sheen:严格做法是像 split-sum 那样把 D_Charlie·V_Neubelt 预积分成 LUT; // 这里用一个随掠射角增强的经验系数代替,够用且便宜 float sheenEnv = mix(0.12, 0.35, _SheenRoughness) * (0.4 + 0.6 * pow(1.0 - NoV, 2.0)); color += GlossyEnvironmentReflection(reflect(-V, N), positionWS, _SheenRoughness, 1.0) * m.sheen * sheenEnv; #endif color = MixFog(color, fogFactor); fragColor = vec4(color, 1.0); } #endif ENDGLSL } UsePass "Cookbook/Common/SHADOWCASTER" UsePass "Cookbook/Common/DEPTHONLY" UsePass "Cookbook/Common/DEPTHNORMALS" } }