【Overload游戏引擎细节分析】PBR材质Shader

PBR基于物理的渲染可以实现更加真实的效果,其Shader值得分析一下。但PBR需要较多的基础知识,不适合不会OpenGL的朋友。

一、PBR理论

PBR指基于物理的渲染,其理论较多,需要的基础知识也较多,我在这就不再写一遍了,具体可以参看:
LearnOpenGL PBR理论-英文 或者 LearnOpenGL PBR理论-中文

Overload也提供了这种材料,借助贴图可以实现非常真实的材质效果。下面这个例子的贴图来自LearnOpenGL,大家可以自己去下载。

二、PBR Shader分析

顶点着色器
#shader vertex
#version 430 core

layout (location = 0) in vec3 geo_Pos;
layout (location = 1) in vec2 geo_TexCoords;
layout (location = 2) in vec3 geo_Normal;
layout (location = 3) in vec3 geo_Tangent;
layout (location = 4) in vec3 geo_Bitangent;

/* Global information sent by the engine */
layout (std140) uniform EngineUBO
{
    mat4    ubo_Model;
    mat4    ubo_View;
    mat4    ubo_Projection;
    vec3    ubo_ViewPos;
    float   ubo_Time;
};

/* Information passed to the fragment shader */
out VS_OUT
{
    vec3        FragPos;
    vec3        Normal;
    vec2        TexCoords;
    mat3        TBN;
    flat vec3   TangentViewPos;
    vec3        TangentFragPos;
} vs_out;

void main()
{
    vs_out.TBN = mat3
    (
        normalize(vec3(ubo_Model * vec4(geo_Tangent,   0.0))),
        normalize(vec3(ubo_Model * vec4(geo_Bitangent, 0.0))),
        normalize(vec3(ubo_Model * vec4(geo_Normal,    0.0)))
    );

    mat3 TBNi = transpose(vs_out.TBN);

    vs_out.FragPos          = vec3(ubo_Model * vec4(geo_Pos, 1.0));
    vs_out.Normal           = normalize(mat3(transpose(inverse(ubo_Model))) * geo_Normal);
    vs_out.TexCoords        = geo_TexCoords;
    vs_out.TangentViewPos   = TBNi * ubo_ViewPos;
    vs_out.TangentFragPos   = TBNi * vs_out.FragPos;

    gl_Position = ubo_Projection * ubo_View * vec4(vs_out.FragPos, 1.0);
}

顶点着色器基本与standard材质一致,这里就不再分析了,具体可看standard材质Shader

片元着色器:
#shader fragment
#version 430 core

/** 模型视图矩阵、摄像机位置,使用UBO传入 */
/* Global information sent by the engine */
layout (std140) uniform EngineUBO
{
    mat4    ubo_Model;
    mat4    ubo_View;
    mat4    ubo_Projection;
    vec3    ubo_ViewPos;
    float   ubo_Time;
};

/* 顶点着色器的输出 */
/* Information passed from the fragment shader */
in VS_OUT
{
    vec3        FragPos;
    vec3        Normal;
    vec2        TexCoords;
    mat3        TBN;
    flat vec3   TangentViewPos;
    vec3        TangentFragPos;
} fs_in;

/* 光源数据用SSBO传入 */
/* Light information sent by the engine */
layout(std430, binding = 0) buffer LightSSBO
{
    mat4 ssbo_Lights[];
};

out vec4 FRAGMENT_COLOR;

uniform sampler2D   u_AlbedoMap; // 反照率贴图
uniform sampler2D   u_MetallicMap; // 金属度贴图
uniform sampler2D   u_RoughnessMap; // 粗糙度贴图
uniform sampler2D   u_AmbientOcclusionMap; // 环境光遮蔽贴图
uniform sampler2D   u_NormalMap; // 法线贴图
uniform vec4        u_Albedo                = vec4(1.0); // 反照率系数,控制反照率贴图的权重
uniform vec2        u_TextureTiling         = vec2(1.0, 1.0);
uniform vec2        u_TextureOffset         = vec2(0.0, 0.0);
uniform bool        u_EnableNormalMapping   = false;  // 是否使用法线贴图
uniform float       u_HeightScale           = 0.0;
uniform float       u_Metallic              = 1.0; // 金属度
uniform float       u_Roughness             = 1.0; // 粗糙度

const float PI = 3.14159265359;

// 计算法向分布函数D,使用Trowbridge-Reitz GGX  
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
    float a      = roughness*roughness;
    float a2     = a*a;
    float NdotH  = max(dot(N, H), 0.0);
    float NdotH2 = NdotH*NdotH;
	
    float num   = a2;
    float denom = (NdotH2 * (a2 - 1.0) + 1.0);
    denom = PI * denom * denom;
	
    return num / denom;
}


float GeometrySchlickGGX(float NdotV, float roughness)
{
    float r = (roughness + 1.0);
    float k = (r*r) / 8.0;

    float num   = NdotV;
    float denom = NdotV * (1.0 - k) + k;
	
    return num / denom;
}

// Smith’s method
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
    float NdotV = max(dot(N, V), 0.0);
    float NdotL = max(dot(N, L), 0.0);
    float ggx2  = GeometrySchlickGGX(NdotV, roughness);
    float ggx1  = GeometrySchlickGGX(NdotL, roughness);
	
    return ggx1 * ggx2;
}

// 菲涅尔项,使用Fresnel-Schlick方程
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
    return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}

/* 将32位数字变成RGBA颜色 */
vec3 UnPack(float p_Target)
{
    return vec3
    (
        // CPU传入的数据是0-255,转换成0-1.0
        float((uint(p_Target) >> 24) & 0xff)    * 0.003921568627451,
        float((uint(p_Target) >> 16) & 0xff)    * 0.003921568627451,
        float((uint(p_Target) >> 8) & 0xff)     * 0.003921568627451
    );
}

bool PointInAABB(vec3 p_Point, vec3 p_AabbCenter, vec3 p_AabbHalfSize)
{
    return
    (
        p_Point.x > p_AabbCenter.x - p_AabbHalfSize.x && p_Point.x < p_AabbCenter.x + p_AabbHalfSize.x &&
        p_Point.y > p_AabbCenter.y - p_AabbHalfSize.y && p_Point.y < p_AabbCenter.y + p_AabbHalfSize.y &&
        p_Point.z > p_AabbCenter.z - p_AabbHalfSize.z && p_Point.z < p_AabbCenter.z + p_AabbHalfSize.z
    );
}

/*光照衰减系数,LearnOpenGL中有具体公式*/
float LuminosityFromAttenuation(mat4 p_Light)
{
    const vec3  lightPosition   = p_Light[0].rgb;
    const float constant        = p_Light[0][3];
    const float linear          = p_Light[1][3];
    const float quadratic       = p_Light[2][3];

    const float distanceToLight = length(lightPosition - fs_in.FragPos);
    const float attenuation     = (constant + linear * distanceToLight + quadratic * (distanceToLight * distanceToLight));
    return 1.0 / attenuation;
}

/* 盒状环境光 */
vec3 CalcAmbientBoxLight(mat4 p_Light)
{
    const vec3  lightPosition   = p_Light[0].rgb;
    const vec3  lightColor      = UnPack(p_Light[2][0]);
    const float intensity       = p_Light[3][3];
    const vec3  size            = vec3(p_Light[0][3], p_Light[1][3], p_Light[2][3]);

    return PointInAABB(fs_in.FragPos, lightPosition, size) ? lightColor * intensity : vec3(0.0);
}

/* 球状环境光 */
vec3 CalcAmbientSphereLight(mat4 p_Light)
{
    const vec3  lightPosition   = p_Light[0].rgb;
    const vec3  lightColor      = UnPack(p_Light[2][0]);
    const float intensity       = p_Light[3][3];
    const float radius          = p_Light[0][3];

    return distance(lightPosition, fs_in.FragPos) <= radius ? lightColor * intensity : vec3(0.0);
}

void main()
{
    vec2 texCoords = u_TextureOffset + vec2(mod(fs_in.TexCoords.x * u_TextureTiling.x, 1), mod(fs_in.TexCoords.y * u_TextureTiling.y, 1));

    vec4 albedoRGBA     = texture(u_AlbedoMap, texCoords) * u_Albedo; // Albedo反照率贴图数据
    vec3 albedo         = pow(albedoRGBA.rgb, vec3(2.2)); // 这种反照率处理方式与LearOpenGL一致
    float metallic      = texture(u_MetallicMap, texCoords).r * u_Metallic; // 金属度
    float roughness     = texture(u_RoughnessMap, texCoords).r * u_Roughness; // 粗糙度
    float ao            = texture(u_AmbientOcclusionMap, texCoords).r; // 环境光遮蔽AO
    vec3 normal;

    if (u_EnableNormalMapping) // 是否使用法线贴图
    {
        normal = texture(u_NormalMap, texCoords).rgb; // 法线贴图的原始值
        normal = normalize(normal * 2.0 - 1.0);   // 法线贴图矢量坐标范围变成-1到1
        normal = normalize(fs_in.TBN * normal);   // 变换到全局坐标系下
    }
    else
    {
        normal = normalize(fs_in.Normal); // 使用顶点着色器输出的法线
    }

    vec3 N = normalize(normal); 
    vec3 V = normalize(ubo_ViewPos - fs_in.FragPos); // 计算视线方向

    vec3 F0 = vec3(0.04); 
    F0 = mix(F0, albedo, metallic); // 插值方式得到平面的基础反射率F0
	           
    // reflectance equation
    vec3 Lo = vec3(0.0);
    vec3 ambientSum = vec3(0.0); // 环境光结果

    for (int i = 0; i < ssbo_Lights.length(); ++i) 
    {
        // 两种环境光灯光
        if (int(ssbo_Lights[i][3][0]) == 3)
        {
            ambientSum += CalcAmbientBoxLight(ssbo_Lights[i]);
        }
        else if (int(ssbo_Lights[i][3][0]) == 4)
        {
            ambientSum += CalcAmbientSphereLight(ssbo_Lights[i]);
        }
        else
        {
            // calculate per-light radiance
            // 光源方向
            vec3 L = int(ssbo_Lights[i][3][0]) == 1 ? -ssbo_Lights[i][1].rgb : normalize(ssbo_Lights[i][0].rgb - fs_in.FragPos);
            vec3 H = normalize(V + L);// 半程向量
            float distance    = length(ssbo_Lights[i][0].rgb - fs_in.FragPos);
            float lightCoeff = 0.0; // 最终到片元处的光强系数 

            switch(int(ssbo_Lights[i][3][0]))
            {
                case 0:
                    lightCoeff = LuminosityFromAttenuation(ssbo_Lights[i]) * ssbo_Lights[i][3][3]; // 点光源要考虑随距离衰减
                    break;

                case 1:
                    lightCoeff = ssbo_Lights[i][3][3]; // 方向光无衰减
                    break;

                // 聚光灯的计算
                case 2:
                    const vec3  lightForward    = ssbo_Lights[i][1].rgb;
                    const float cutOff          = cos(radians(ssbo_Lights[i][3][1]));
                    const float outerCutOff     = cos(radians(ssbo_Lights[i][3][1] + ssbo_Lights[i][3][2]));

                    const vec3  lightDirection  = normalize(ssbo_Lights[i][0].rgb - fs_in.FragPos);
                    const float luminosity      = LuminosityFromAttenuation(ssbo_Lights[i]);

                    /* Calculate the spot intensity */
                    const float theta           = dot(lightDirection, normalize(-lightForward)); 
                    const float epsilon         = cutOff - outerCutOff;
                    const float spotIntensity   = clamp((theta - outerCutOff) / epsilon, 0.0, 1.0);

                    lightCoeff = luminosity * spotIntensity * ssbo_Lights[i][3][3];
                    break;
            }

            vec3 radiance = UnPack(ssbo_Lights[i][2][0]) * lightCoeff;
            
            // cook-torrance brdf
            float NDF = DistributionGGX(N, H, roughness); // 法线分布函数
            float G   = GeometrySmith(N, V, L, roughness); // 几何函数
            vec3 F    = fresnelSchlick(max(dot(H, V), 0.0), F0); // 菲涅尔项
            
            vec3 kS = F;
            vec3 kD = vec3(1.0) - kS;
            kD *= 1.0 - metallic;
            
            vec3 numerator    = NDF * G * F;
            float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
            vec3 specular     = numerator / max(denominator, 0.001);
                
            // add to outgoing radiance Lo
            float NdotL = max(dot(N, L), 0.0);
            Lo += (kD * albedo / PI + specular) * radiance * NdotL; 
        }
    }

    vec3 ambient = ambientSum * albedo * ao;// 环境光最终贡献
    vec3 color = ambient + Lo; // 环境光与cook-torrance模型累加
	
    // HDR色调映射
    color = color / (color + vec3(1.0));
    // gamma 矫正
    color = pow(color, vec3(1.0/2.2));  
   
    FRAGMENT_COLOR = vec4(color, albedoRGBA.a); // alpha使用反照率贴图
}

Fragment Shader大体分为三部分:

  1. 从贴图中获取反照率、金属度、粗糙度、法线数据
  2. 计算灯光光照,环境光灯光只影响环境光;方向光、聚光灯、点光源会影响光强lightCoeff,最终的光照使用cook-torrance模型进行计算,公式可以参考LearnOpenGL
  3. 最后进行环境光与PBR模型结果进行叠加,并进行色调映射与gamma矫正,这里使用的公式在LearnOpenGL中都有的

总结:
这个PBR Shader整体上与LearnOpenGL中的理论一致,看完LearnOpenGL之后再看这个Shader就比较简单了。

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