Skyshop.代码解析
- struct Input
- {
- #if defined(MARMO_PACKED_UV) || defined(MARMO_PACKED_VERTEX_OCCLUSION) || defined(MARMO_PACKED_VERTEX_COLOR)
- float4 texcoord;
- #else
- float2 texcoord;
- #endif
- float3 worldNormal;
- #if defined(MARMO_SPECULAR_DIRECT) || defined(MARMO_SPECULAR_IBL)
- float3 viewDir;
- #endif
- #if defined(MARMO_COMPUTE_WORLD_POS)
- #ifdef MARMO_U5_WORLD_POS
- float3 worldPos; //this is free in Unity 5
- #endif
- #else
- float4 worldP; //lets write our own
- #endif
- #if defined(MARMO_VERTEX_COLOR) || defined(MARMO_VERTEX_LAYER_MASK)
- half4 color : COLOR;
- #elif defined(MARMO_VERTEX_OCCLUSION)
- half2 color : COLOR;
- #endif
- #ifdef MARMO_DIFFUSE_VERTEX_IBL
- float3 vertexIBL;
- #endif
- INTERNAL_DATA
- };
Output结构定义:
- struct MarmosetOutput
- {
- half3 Albedo; //diffuse map RGB
- half Alpha; //diffuse map A
- half3 Normal; //world-space normal
- half3 Emission; //contains IBL contribution
- half Specular; //specular exponent (required by Unity)
- #ifdef MARMO_SPECULAR_DIRECT
- half3 SpecularRGB; //specular mask
- #endif
- };
Unity自带的Output结构定义:
- struct SurfaceOutput
- {
- fixed3 Albedo;
- fixed3 Normal;
- fixed3 Emission;
- half Specular;
- fixed Gloss;
- fixed Alpha;
- };
- // Metallic workflow
- struct SurfaceOutputStandard
- {
- fixed3 Albedo; // base (diffuse or specular) color
- fixed3 Normal; // tangent space normal, if written
- half3 Emission;
- half Metallic; // 0=non-metal, 1=metal
- // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
- // Everywhere in the code you meet smoothness it is perceptual smoothness
- half Smoothness; // 0=rough, 1=smooth
- half Occlusion; // occlusion (default 1)
- fixed Alpha; // alpha for transparencies
- };
- // Specular workflow
- struct SurfaceOutputStandardSpecular
- {
- fixed3 Albedo; // diffuse color
- fixed3 Specular; // specular color
- fixed3 Normal; // tangent space normal, if written
- half3 Emission;
- half Smoothness; // 0=rough, 1=smooth
- half Occlusion; // occlusion (default 1)
- fixed Alpha; // alpha for transparencies
- };
- #ifndef MARMOSET_DIRECT_CGINC
- #define MARMOSET_DIRECT_CGINC
- // Core
- inline float3 wrapLighting(float DP, float3 scatter)
- {
- scatter *= 0.5;
- float3 integral = float3(1.0,1.0,1.0)-scatter;
- float3 light = saturate(DP * integral + scatter);
- float shadow = (DP*0.5+0.5);
- shadow *= shadow;
- return light * integral * shadow;
- }
- // NOTE: some intricacy in shader compiler on some GLES2.0 platforms (iOS) needs 'viewDir' & 'h'
- // to be mediump instead of lowp, otherwise specular highlight becomes too bright.
- inline half4 marmosetLighting (MarmosetOutput s, half3 viewDir, half3 lightDir, half3 lightColor)
- {
- half4 frag = half4(0.0,0.0,0.0,s.Alpha);
- #if defined(MARMO_DIFFUSE_DIRECT) || defined(MARMO_SPECULAR_DIRECT)
- half3 L = lightDir;
- half3 N = s.Normal;
- #ifdef MARMO_HQ
- L = normalize(L);
- #endif
- #endif
- #ifdef MARMO_DIFFUSE_DIRECT
- half dp = saturate(dot(N,L));
- #ifdef MARMO_DIFFUSE_SCATTER
- float4 scatter = _Scatter * _ScatterColor;
- half3 diff = wrapLighting(dp, scatter.rgb);
- diff *= 2.0 * s.Albedo.rgb; //*2.0 to match Unity
- #else
- half3 diff = (2.0 * dp) * s.Albedo.rgb; //*2.0 to match Unity
- #endif
- frag.rgb = diff * lightColor;
- #endif
- #ifdef MARMO_SPECULAR_DIRECT
- half3 H = normalize(viewDir+L);
- float specRefl = saturate(dot(N,H));
- half3 spec = pow(specRefl, s.Specular*512.0);
- #ifdef MARMO_HQ
- //self-shadowing blinn
- #ifdef MARMO_DIFFUSE_DIRECT
- spec *= saturate(10.0*dp);
- #else
- spec *= saturate(10.0*dot(N,L));
- #endif
- #endif
- spec *= lightColor;
- frag.rgb += (0.5 * spec) * s.SpecularRGB; //*0.5 to match Unity
- #endif
- return frag;
- }
- //forward lighting
- inline half4 LightingMarmosetDirect( MarmosetOutput s, half3 lightDir, half3 viewDir, half atten )
- {
- return marmosetLighting( s, viewDir, lightDir, _LightColor0 * atten);
- }
- inline half4 LightingMarmosetDirect( MarmosetOutput s, half3 viewDir, UnityGI gi )
- {
- fixed4 c;
- c = marmosetLighting (s, viewDir, gi.light.dir, gi.light.color);
- #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
- c.rgb += s.Albedo * gi.indirect.diffuse;
- #endif
- return c;
- }
- inline void LightingMarmosetDirect_GI (MarmosetOutput s, UnityGIInput giInput, inout UnityGI gi)
- {
- gi = UnityGlobalIllumination(giInput, 1.0, s.Normal);
- }
- #endif
- #ifndef MARMOSET_SURF_CGINC
- #define MARMOSET_SURF_CGINC
- void MarmosetSurf(Input IN, inout MarmosetOutput OUT)
- {
- #define uv_diff IN.uv_MainTex
- #define uv_spec IN.uv_MainTex
- #define uv_bump IN.uv_MainTex
- #define uv_glow IN.uv_MainTex
- //DIFFUSE
- #if defined(MARMO_DIFFUSE_DIRECT) || defined(MARMO_DIFFUSE_IBL)
- half4 diff = tex2D( _MainTex, uv_diff );
- diff *= _Color;
- //camera exposure is built into OUT.Albedo
- diff.rgb *= _ExposureIBL.w;
- OUT.Albedo = diff.rgb;
- OUT.Alpha = diff.a;
- #ifdef MARMO_PREMULT_ALPHA
- OUT.Albedo *= diff.a;
- #endif
- #else
- OUT.Albedo = half3(0.0,0.0,0.0);
- OUT.Alpha = 1.0;
- #endif
- //NORMALS
- #ifdef MARMO_NORMALMAP
- float3 N = UnpackNormal(tex2D(_BumpMap,uv_bump));
- #ifdef MARMO_HQ
- N = normalize(N);
- #endif
- OUT.Normal = N; //N is in tangent-space
- #else
- //OUT.Normal is not modified when not normalmapping
- float3 N = OUT.Normal; //N is in world-space
- #ifdef MARMO_HQ
- N = normalize(N);
- #endif
- #endif
- //SPECULAR
- #if defined(MARMO_SPECULAR_DIRECT) || defined(MARMO_SPECULAR_IBL)
- half4 spec = tex2D(_SpecTex, uv_spec);
- float3 E = IN.viewDir; //E is in whatever space N is
- #ifdef MARMO_HQ
- E = normalize(E);
- half fresnel = splineFresnel(N, E, _SpecInt, _Fresnel);
- #else
- half fresnel = fastFresnel(N, E, _SpecInt, _Fresnel);
- #endif
- //camera exposure is built into OUT.Specular
- spec.rgb *= _SpecColor.rgb * fresnel * _ExposureIBL.w;
- OUT.Specular = spec.rgb;
- half glossLod = glossLOD(spec.a, _Shininess);
- OUT.Gloss = glossExponent(glossLod);
- //conserve energy by dividing out specular integral
- OUT.Specular *= specEnergyScalar(OUT.Gloss);
- #endif
- //SPECULAR IBL
- #ifdef MARMO_SPECULAR_IBL
- #ifdef MARMO_NORMALMAP
- float3 R = WorldReflectionVector(IN, OUT.Normal);
- #else
- float3 R = IN.worldRefl;
- #endif
- #ifdef MARMO_SKY_ROTATION
- R = mulVec3(_SkyMatrix,R); //per-fragment matrix multiply, expensive
- #endif
- #ifdef MARMO_MIP_GLOSS
- half3 specIBL = glossCubeLookup(_SpecCubeIBL, R, glossLod);
- #else
- half3 specIBL = specCubeLookup(_SpecCubeIBL, R)*spec.a;
- #endif
- OUT.Emission += specIBL.rgb * spec.rgb * _ExposureIBL.y;
- #endif
- //DIFFUSE IBL
- #ifdef MARMO_DIFFUSE_IBL
- N = WorldNormalVector(IN,N); //N is in world-space
- #ifdef MARMO_SKY_ROTATION
- N = mulVec3(_SkyMatrix,N); //per-fragment matrix multiply, expensive
- #endif
- half3 diffIBL = diffCubeLookup(_DiffCubeIBL, N);
- OUT.Emission += diffIBL * diff.rgb * _ExposureIBL.x;
- #endif
- //GLOW
- #ifdef MARMO_GLOW
- half4 glow = tex2D(_Illum, uv_glow);
- glow.rgb *= _GlowColor.rgb;
- glow.rgb *= _GlowStrength;
- glow.a *= _EmissionLM;
- glow.rgb += OUT.Albedo * glow.a;
- OUT.Emission += glow.rgb * _ExposureIBL.w;
- #endif
- }
- #endif
IBL实现的两个关键函数:
- half3 diffCubeLookup(samplerCUBE diffCube, float3 worldNormal)
- {
- half4 diff = texCUBE(diffCube, worldNormal);
- return fromRGBM(diff);
- }
- half3 specCubeLookup(samplerCUBE specCube, float3 worldRefl)
- {
- half4 spec = texCUBE(specCube, worldRefl);
- return fromRGBM(spec);
- }
IBL.diffuse使用world normal查询,IBL.specular使用world reflection查询。
- #ifdef MARMO_PACKED_UV
- o.texcoord.zw = v.texcoord1.xy;
- #endif
- #ifdef MARMO_PACKED_VERTEX_COLOR
- o.texcoord.zw = v.color.rg;
- o.worldP.w = v.color.b;
- #endif
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