Unity Shader URP 学习 《URP中光照的应用》

我们要明确 realtime 和 bake两种状态

Shader "Custom/A"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        [Noraml]_Normal("Normal", 2D) = "bump"{}
        _SpecularScale("Specular scale",float) = 1
        _SpecularStrength("Specular strength",float) = 1
    }
    SubShader
    {
        //renderPipleine决定shader使用那种管线模式
         Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline"}
        LOD 100

        Pass
        {
            //LightMode——URP中已经对Pass进行了集中管理,如果我们没有在URPAsset里设置或
           //RenderFeature方法中添加,自定义的pass将不会起作用
            //https://blog.csdn.net/enk_2/article/details/109081930
            name "Forward"
            Tags{"LightMode" = "UniversalForward"}
             HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0
            
            //Mainlight受光 阴影相关
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile _ _SHADOWS_SOFT
            
            //额外光照
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            //lightmap
            #pragma multi_compile _ LIGHTMAP_ON
            
            #pragma multi_compile_fog

            #pragma vertex vert
            #pragma fragment frag
          
             #pragma multi_compile_instancing


             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            TEXTURE2D(_Normal);
            SAMPLER(sampler_MainTex);            

            //CBUFFER中的属性需要和properties中保持一致这样才可以正确SRP Batch,一般放除贴图以外的变量,不支持properties中不包含的传入属性
            CBUFFER_START(UnityPerMaterial)
            float4 _MainTex_ST;
            float _SpecularScale;
            float _SpecularStrength;
            CBUFFER_END


            struct Attributes
            {
                float4 positionOS   : POSITION;
                float3 normalOS     : NORMAL;
                float4 tangentOS    : TANGENT;
                float2 uv           : TEXCOORD0;
                float2 lightmapUV   : TEXCOORD1;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
               float4 positionCS : SV_POSITION;
               float2 uv         : TEXCOORD0;
                //有lightmap定义lightmap 有顶点定义顶点
                DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
                float4 positionWSAndFogfactor : TEXCOORD2;
                float3 noramlWS  : TEXCOORD3;
                float3 tangetnWS : TEXCOORD4;
                float3 bitangentWS:TEXCOORD5;
                #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                    float4 shadowCoord              : TEXCOORD7;
                #endif
                   UNITY_VERTEX_INPUT_INSTANCE_ID
                   UNITY_VERTEX_OUTPUT_STEREO
            };


            Varyings vert (Attributes input)
            {
                Varyings output;
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_TRANSFER_INSTANCE_ID(input, output);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
                //vertex和normal的便捷方法,不需要自己繁琐的转换。
                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
                VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
                output.positionCS = vertexInput.positionCS;
                output.uv = TRANSFORM_TEX(input.uv, _MainTex);

                output.positionWSAndFogfactor.xyz = vertexInput.positionWS;
                output.normalWS = noramlInput.normalWS;
                output.tangetnWS = normlaInput.tangentWS;
                output.bitangentWS = normalInput.bitangentWS;
                //绘制接受阴影
                #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                    output.shadowCoord = TransformWorldToShadowCoord(vertexInput.positionWS);
              
                #endif 
                
                //input lightmapUV; output lightmapUV;
                OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);

                OUTPUT_SH(output.normalWS, output.vertexSH);//in normal out vertexSH

                o.positionWSAndFogfactor.w = ComputeFogFactor(output.positionCS.z);
                
                return output;
            }

            half4 frag (Varyings input) : SV_Target
            {
                 UNITY_SETUP_INSTANCE_ID(input);
                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
                  
                    Light mainLight;
                    #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                    mainLight = GetMainLight(input.shadowCoord);
                    #else
                    mainLight = GetMainLight();
                    #endif

                float fogFactor = input.positionWSAndFogfactor.w;
                float3 positionWS = input.positionWSAndFogfactor.xyz;
                float3x3 tangnetTransform = float3x3(input.tangentWS,
                                                     input.bitangentWS,
                                                     input.normalWS);
                // sample the texture
                half4 col = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, input.uv);
                
                float3 normal = UnpackNormal(SAMPLE_TEXTURE2D(_Normal, sampler_Normal, input.uv));
                float3 worldNormal = mul(normal, tangnetTransform);

                float NdotL = max(0, dot(worldNormal, mainLight.direcion));
                float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - positionWS);
                float3 halfDir =normalize( mainLight.direction + viewDir);
                float NdotH = max(0, dot(worldNormal, halfDir));
                float spec = pow(NdotH, _SpecularScale) * _SpecularStrength;

                half4 color = 1;
                  color.rgb = col.rgb * NdotL;
                  color.a = col.a;
                half3 bakedGI = SAMPLE_GI(input.lightmapUV,input.vertexSH, worldNormal);
              
                    //实时光   
                    float3 ambient = col.rgb * bakedGI;
                    color.rgb = color.rgb * mainLight.shadowAttenuation + ambient + spec;
                    //额外光照
                    #ifdef _ADDITIONAL_LIGHTS
                        uint pixelLightCount = GetAdditionalLightsCount();
                        for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
                        {
                            Light addlight = GetAdditionalLight(lightIndex, positionWS);

                            color.rgb += col.rgb * (max(0, dot(addlight.direction, i.normalWS)) * addlight.color.rgb * addlight.distanceAttenuation * addlight.shadowAttenuation);
                        }
                    #endif
          
                color.rgb = MixFog(color.rgb,fogfactor);
                
                // apply fog
                return color;
            }
            ENDHLSL
        }
    }
}

 

 

 

 

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