自己实现PBS - 反射间接光

发布时间 2023-05-26 00:02:07作者: yanghui01

反射间接光其实就是环境反射,unity中环境颜色一般使用cubeMap等采样的方式来获取

 

1) 间接光反射公式

a) 也是和直接光一样,反射颜色=漫反射+镜面反射,只是直接光针对的是主光源,间接光针对的是环境颜色,所以叫法也从高光反射变成了镜面反射。

高光反射和镜面反射都是完全反射,是等价的,只是反射主光源时叫高光反射,反射环境时叫镜面反射。

b) 漫反射公式

 c) 镜面反射公式

 

待写... 

 

最终效果

 

Shader "My/PBS/MyPBS_Indrect"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _Color("Tint Color", Color) = (1, 1, 1, 1)

        [Header(PBR)]
        _Metallic("Metallic", Range(0, 1)) = 0 //金属度, 0表现为塑料, 1表现为金属
        _Smoothness("Smoothness", Range(0, 1)) = 0.5 //光滑度
        _LUT("LUT Texture",2D) = "white"{} //积分结果查找贴图
    }
    SubShader
    {
        Tags { "RenderType" = "Opaque" }
        LOD 100

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }

            CGPROGRAM

            #pragma multi_compile_fwdbase
            //#pragma target 3.0
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityStandardBRDF.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            half4 _Color;

            half _Metallic;
            half _Smoothness;

            sampler2D _LUT;

            struct appdata
            {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
                float3 normal : NORMAL; //顶点法线
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                float3 worldViewDir : TEXCOORD3;
                float3 worldRefl : TEXCOORD4;
            };

            //G (Geometry function)
            float GeometrySchlickGGX(float NdotV, float k)
            {
                float nom = NdotV;
                float denom = NdotV * (1.0 - k) + k;
                return nom / denom;
            }

            float GeometrySmith(float NdotV, float NdotL, float Roughness)
            {
                float squareRoughness = Roughness * Roughness;
                float k = pow(squareRoughness + 1, 2) / 8;
                float ggx1 = GeometrySchlickGGX(NdotV, k); // 视线方向的几何遮挡
                float ggx2 = GeometrySchlickGGX(NdotL, k); // 光线方向的几何阴影
                return ggx1 * ggx2;
            }

            //立方体贴图的Mip等级计算
            half CubeMapMip(half perceptualRoughness)
            {
                //基于粗糙度计算CubeMap的Mip等级
                half mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); //转换公式mip = r(1.7 - 0.7r),接近实际值的拟合曲线
                half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS; //得出mip层级。默认UNITY_SPECCUBE_LOD_STEPS=6(定义在UnityStandardConfig.cginc)
                return mip;
            }

            //近似的菲涅尔函数
            float3 FresnelSchlick(float3 F0, float VdotH)
            {
                float3 F = F0 + (1 - F0) * exp2((-5.55473 * VdotH - 6.98316) * VdotH);
                return F;
            }

            //间接光的菲涅尔系数
            float3 FresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
            {
                return F0 + (max(float3(1, 1, 1) * (1 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
            }

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal); //法线(世界空间)
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; //世界坐标
                o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos); //观看方向(世界空间), 顶点指向观察点
                o.worldRefl = reflect(-o.worldViewDir, o.worldNormal); //入射光线方向, 通过入射光线方向获得从环境的哪里发射过来的

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float3 worldNormal = normalize(i.worldNormal);
                float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                float3 worldViewDir = normalize(i.worldViewDir);
                float3 worldHalfDir = normalize(worldLightDir + worldViewDir);

                float NdotV = max(saturate(dot(worldNormal, worldViewDir)), 1e-5); //防止除0
                float NdotL = max(saturate(dot(worldNormal, worldLightDir)), 1e-5);
                //float LdotH = max(saturate(dot(worldLightDir, worldHalfDir)), 1e-5);
                float NdotH = max(saturate(dot(worldNormal, worldHalfDir)), 1e-5);
                float VdotH = max(saturate(dot(worldViewDir, worldHalfDir)), 1e-5);

                float perceptualRoughness = 1 - _Smoothness;
                float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); //粗糙度
                roughness = max(roughness, 0.002); //防止为0,保留一点点高光

                half3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb; //取贴图颜色作为漫反射颜色(即: 光被吸收了部分后颜色后的剩余颜色)

                //直接光高光反射
                half D = GGXTerm(NdotH, roughness); //法线分布函数(微表面反射)
                half G = GeometrySmith(NdotV, NdotL, roughness); //微平面间相互遮蔽的比率(微表面遮挡)
                half3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, _Metallic); //unity_ColorSpaceDielectricSpec为常数: float3(0.04, 0.04, 0.04)
                half3 F = FresnelSchlick(F0, VdotH); //近似的菲涅尔函数(菲涅尔效应)
                half3 specular = (D * G * F * 0.25) / (NdotV * NdotL) * _LightColor0.rgb * NdotL * UNITY_PI;

                //直接光漫反射
                //half3 kd = (1 - F)*(1 - metallic); //漫反射系数,公式上更遵循物理,但效果上没有内置宏好
                half kd = OneMinusReflectivityFromMetallic(_Metallic); //漫反射系数,内置宏
                half3 diffuse = kd * albedo * _LightColor0.rgb * NdotL; //没按照理论公式那样除PI, Unity说法是为了和Legacy保持一致的明暗才这么做的

                //间接光漫反射
                half3 ambient_contrib = ShadeSH9(float4(worldNormal, 1)); //球谐光照
                half3 ambient = 0.03 * albedo.rgb; //环境光,取很小的值即可,可省略
                half3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib); //采样到的环境颜色
                half3 F_Indirect = FresnelSchlickRoughness(NdotV, F0, roughness);
                half3 kd_Indirect = (1 - F_Indirect) * (1 - _Metallic);
                half3 diffuse_Indrect = kd_Indirect * albedo * iblDiffuse;

                //间接光镜面反射
                half mip_lod = CubeMapMip(perceptualRoughness);
                half4 rgb_mip = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, i.worldRefl, mip_lod);
                half3 iblSpecular = DecodeHDR(rgb_mip, unity_SpecCube0_HDR); //间接光镜面反射采样的预过滤环境贴图
                float2 envBRDF = tex2D(_LUT, float2(lerp(0, 0.99, NdotV), lerp(0, 0.99, roughness))).rg; // LUT采样
                float3 specular2_Indirect = F_Indirect * envBRDF.r + envBRDF.g;
                half3 specular_Indirect = iblSpecular * specular2_Indirect;

                return fixed4(diffuse + specular + diffuse_Indrect + specular_Indirect, 1);
            }

            ENDCG
        }
    }
}

 

参考

光照模型 PBR - 知乎 (zhihu.com)

【Unity Shader】基于物理的渲染PBR(一) - 知乎 (zhihu.com)

猴子都能看懂的PBR - 知乎 (zhihu.com)