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  • Occlusion 和 Detail Map

    1. Occlusion  环境光遮蔽图,在3D游戏经常会听到一个词环境光遮蔽(Ambient Occlusion)。

    百度百科的说明 大概意思了解下就好。

    AO是来描绘物体和物体相交或靠近的时候遮挡周围漫反射光线的效果,可以解决或改善漏光、飘和阴影不实等问题,解决或改善场景中缝隙、褶皱与墙角、角线以及细小物体等的表现不清晰问题,综合改善细节尤其是暗部阴影,增强空间的层次感、真实感,同时加强和改善画面明暗对比,增强画面的艺术性

    上面的斯坦福龙呈现在一个均匀照明的环境中。 模型中有一些较黑和较亮的区域,但照明大部分都是均匀的。 尽管有相当复杂的几何形状,但龙看上去很平,没有明显的深度感觉。

    下面是启用了环境光遮蔽的相同模型。

    环境光遮蔽 从字面上就是对于环境光影响。对于直接光照不影响。

    Unity里面实现下

     1 half Occlusion(float2 uv)
     2 {
     3 #if (SHADER_TARGET < 30)
     4     // SM20: instruction count limitation
     5     // SM20: simpler occlusion
     6     return tex2D(_OcclusionMap, uv).g;
     7 #else
     8     half occ = tex2D(_OcclusionMap, uv).g;
     9     return LerpOneTo (occ, _OcclusionStrength);
    10 #endif
    11 }
    inline UnityGI UnityGI_Base(UnityGIInput data, half occlusion, half3 normalWorld)
    {
        UnityGI o_gi;
        ResetUnityGI(o_gi);
    
        // Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
        #if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
            half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
            float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
            float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
            data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
        #endif
    
        o_gi.light = data.light;
        o_gi.light.color *= data.atten;
    
        #if UNITY_SHOULD_SAMPLE_SH
            o_gi.indirect.diffuse = ShadeSHPerPixel(normalWorld, data.ambient, data.worldPos);
        #endif
    
        #if defined(LIGHTMAP_ON)
            // Baked lightmaps
            half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
            half3 bakedColor = DecodeLightmap(bakedColorTex);
    
            #ifdef DIRLIGHTMAP_COMBINED
                fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER (unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
                o_gi.indirect.diffuse += DecodeDirectionalLightmap (bakedColor, bakedDirTex, normalWorld);
    
                #if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN)
                    ResetUnityLight(o_gi.light);
                    o_gi.indirect.diffuse = SubtractMainLightWithRealtimeAttenuationFromLightmap (o_gi.indirect.diffuse, data.atten, bakedColorTex, normalWorld);
                #endif
    
            #else // not directional lightmap
                o_gi.indirect.diffuse += bakedColor;
    
                #if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN)
                    ResetUnityLight(o_gi.light);
                    o_gi.indirect.diffuse = SubtractMainLightWithRealtimeAttenuationFromLightmap(o_gi.indirect.diffuse, data.atten, bakedColorTex, normalWorld);
                #endif
    
            #endif
        #endif
    
        #ifdef DYNAMICLIGHTMAP_ON
            // Dynamic lightmaps
            fixed4 realtimeColorTex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, data.lightmapUV.zw);
            half3 realtimeColor = DecodeRealtimeLightmap (realtimeColorTex);
    
            #ifdef DIRLIGHTMAP_COMBINED
                half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, data.lightmapUV.zw);
                o_gi.indirect.diffuse += DecodeDirectionalLightmap (realtimeColor, realtimeDirTex, normalWorld);
            #else
                o_gi.indirect.diffuse += realtimeColor;
            #endif
        #endif
    
        o_gi.indirect.diffuse *= occlusion;
        return o_gi;
    }

    使用的地方影响的diffuse 环境光的强度。

    Detail Map Unity提供两个,一个DetailAlbedo 一个是DetailNormal

    DetailAlbodo

    float4 TexCoords(VertexInput v)
    {
        float4 texcoord;
        texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0
        texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap);
        return texcoord;
    }
    
    VertexOutputForwardBase vertForwardBase (VertexInput v)
    {
        UNITY_SETUP_INSTANCE_ID(v);
        VertexOutputForwardBase o;
        UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o);
        UNITY_TRANSFER_INSTANCE_ID(v, o);
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    
        float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
        #if UNITY_REQUIRE_FRAG_WORLDPOS
            #if UNITY_PACK_WORLDPOS_WITH_TANGENT
                o.tangentToWorldAndPackedData[0].w = posWorld.x;
                o.tangentToWorldAndPackedData[1].w = posWorld.y;
                o.tangentToWorldAndPackedData[2].w = posWorld.z;
            #else
                o.posWorld = posWorld.xyz;
            #endif
        #endif
        o.pos = UnityObjectToClipPos(v.vertex);
    
        o.tex = TexCoords(v);
        o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
        float3 normalWorld = UnityObjectToWorldNormal(v.normal);
        #ifdef _TANGENT_TO_WORLD
            float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
    
            float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
            o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0];
            o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1];
            o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2];
        #else
            o.tangentToWorldAndPackedData[0].xyz = 0;
            o.tangentToWorldAndPackedData[1].xyz = 0;
            o.tangentToWorldAndPackedData[2].xyz = normalWorld;
        #endif
    
        //We need this for shadow receving
        UNITY_TRANSFER_SHADOW(o, v.uv1);
    
        o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
    
        #ifdef _PARALLAXMAP
            TANGENT_SPACE_ROTATION;
            half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
            o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x;
            o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y;
            o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z;
        #endif
    
        UNITY_TRANSFER_FOG(o,o.pos);
        return o;
    }

    在顶点着色器的 先填充UV

    o.tex = TexCoords(v);

    像素着色器

    inline FragmentCommonData RoughnessSetup(float4 i_tex)
    {
        half2 metallicGloss = MetallicRough(i_tex.xy);
        half metallic = metallicGloss.x;
        half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
    
        half oneMinusReflectivity;
        half3 specColor;
        half3 diffColor = DiffuseAndSpecularFromMetallic(Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
    
        FragmentCommonData o = (FragmentCommonData)0;
        o.diffColor = diffColor;
        o.specColor = specColor;
        o.oneMinusReflectivity = oneMinusReflectivity;
        o.smoothness = smoothness;
        return o;
    }

    采样颜色

    inline half3 DiffuseAndSpecularFromMetallic (half3 albedo, half metallic, out half3 specColor, out half oneMinusReflectivity)
    {
        specColor = lerp (unity_ColorSpaceDielectricSpec.rgb, albedo, metallic);
        oneMinusReflectivity = OneMinusReflectivityFromMetallic(metallic);
        return albedo * oneMinusReflectivity;
    }
    half3 Albedo(float4 texcoords)
    {
        half3 albedo = _Color.rgb * tex2D (_MainTex, texcoords.xy).rgb;
    #if _DETAIL
        #if (SHADER_TARGET < 30)
            // SM20: instruction count limitation
            // SM20: no detail mask
            half mask = 1;
        #else
            half mask = DetailMask(texcoords.xy);
        #endif
        half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb;
        #if _DETAIL_MULX2
            albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, mask);
        #elif _DETAIL_MUL
            albedo *= LerpWhiteTo (detailAlbedo, mask);
        #elif _DETAIL_ADD
            albedo += detailAlbedo * mask;
        #elif _DETAIL_LERP
            albedo = lerp (albedo, detailAlbedo, mask);
        #endif
    #endif
        return albedo;
    }

    这里detailAlbedo有多种的混合模式。可以选择。

    DetailNormal

    // parallax transformed texcoord is used to sample occlusion
    inline FragmentCommonData FragmentSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld)
    {
        i_tex = Parallax(i_tex, i_viewDirForParallax);
    
        half alpha = Alpha(i_tex.xy);
        #if defined(_ALPHATEST_ON)
            clip (alpha - _Cutoff);
        #endif
    
        FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
        o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
        o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
        o.posWorld = i_posWorld;
    
        // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
        o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
        return o;
    }
     o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);

    在像素着色器中,计算顶点法线

    float3 PerPixelWorldNormal(float4 i_tex, float4 tangentToWorld[3])
    {
    #ifdef _NORMALMAP
        half3 tangent = tangentToWorld[0].xyz;
        half3 binormal = tangentToWorld[1].xyz;
        half3 normal = tangentToWorld[2].xyz;
    
        #if UNITY_TANGENT_ORTHONORMALIZE
            normal = NormalizePerPixelNormal(normal);
    
            // ortho-normalize Tangent
            tangent = normalize (tangent - normal * dot(tangent, normal));
    
            // recalculate Binormal
            half3 newB = cross(normal, tangent);
            binormal = newB * sign (dot (newB, binormal));
        #endif
    
        half3 normalTangent = NormalInTangentSpace(i_tex);
        float3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well
    #else
        float3 normalWorld = normalize(tangentToWorld[2].xyz);
    #endif
        return normalWorld;
    }
    UNITY_TANGENT_ORTHONORMALIZE

    这里正交归一化一般不开启,就是重新把法线 副法线,切线正交。但是一般的精度就够了,不需要在顶点着色器中,重新做。

    half3 normalTangent = NormalInTangentSpace(i_tex);

    采样出切线空间中,法线的方向。

    #ifdef _NORMALMAP
    half3 NormalInTangentSpace(float4 texcoords)
    {
        half3 normalTangent = UnpackScaleNormal(tex2D (_BumpMap, texcoords.xy), _BumpScale);
    
    #if _DETAIL && defined(UNITY_ENABLE_DETAIL_NORMALMAP)
        half mask = DetailMask(texcoords.xy);
        half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale);
        #if _DETAIL_LERP
            normalTangent = lerp(
                normalTangent,
                detailNormalTangent,
                mask);
        #else
            normalTangent = lerp(
                normalTangent,
                BlendNormals(normalTangent, detailNormalTangent),
                mask);
        #endif
    #endif
    
        return normalTangent;
    }
    #endif

    这样就全部搞定。

    这里有个非常重要的一点。为什么早期渲染,金属感弱的问题。

    #define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
    
     specColor = lerp (unity_ColorSpaceDielectricSpec.rgb, albedo, metallic);

    根据材料的金属度不一样,高光颜色是不一样的。根据物质的导电性特性区分。可以根据龚大的这篇文章

    金属,塑料,傻傻分不清楚

    // parallax transformed texcoord is used to sample occlusion
    inline FragmentCommonData FragmentSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld)
    {
        i_tex = Parallax(i_tex, i_viewDirForParallax);
    
        half alpha = Alpha(i_tex.xy);
        #if defined(_ALPHATEST_ON)
            clip (alpha - _Cutoff);
        #endif
    
        FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
        o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
        o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
        o.posWorld = i_posWorld;
    
        // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
        o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
        return o;
    }

    代码流程有点长,在顶点着色器的入口函数

    half4 fragForwardBaseInternal (VertexOutputForwardBase i)
    {
        UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
    
        FRAGMENT_SETUP(s)
    
        UNITY_SETUP_INSTANCE_ID(i);
        UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
    
        UnityLight mainLight = MainLight ();
        UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld);
    
        half occlusion = Occlusion(i.tex.xy);
        UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
    
        half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
        c.rgb += Emission(i.tex.xy);
    
        UNITY_APPLY_FOG(i.fogCoord, c.rgb);
        return OutputForward (c, s.alpha);
    }

    通过宏,获取基本的diff颜色和高光,法线一些基础信息

    #define FRAGMENT_SETUP(x) FragmentCommonData x = 
        FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
    inline FragmentCommonData FragmentSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld)
    {
        i_tex = Parallax(i_tex, i_viewDirForParallax);
    
        half alpha = Alpha(i_tex.xy);
        #if defined(_ALPHATEST_ON)
            clip (alpha - _Cutoff);
        #endif
    
        FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
        o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
        o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
        o.posWorld = i_posWorld;
    
        // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
        o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
        return o;
    }
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  • 原文地址:https://www.cnblogs.com/wbaoqing/p/9244365.html
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