优化实现Mobile Diffuse动态直接光照shader

项目中美术使用了Unity自带的Mobile/Diffuse这个shader制作了一部分场景素材,这个shader会依赖场景中的动态实时光源,比较耗费。

于是自己手动重写一份,简化shader的消耗,但同时保持美术已经制作场景的效果。

Shader "Mobile/Diffuse"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 150

        CGPROGRAM
        #pragma surface surf Lambert noforwardadd nolightmap noshadow novertexlights nodynlightmap nodirlightmap 

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        void surf (Input IN, inout SurfaceOutput o) {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }

    Fallback "Mobile/VertexLit"
}

我在原始shader上添加了一些编译选项用来关闭一些特性,但编译出来的shader还是有很多非必要的运算。

手动实现一份noforwardadd的(只有一个pass)版本:

Shader "James/Scene/Mesh Lighting"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
    }
    
    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry" }
        LOD 200
        
        Pass
        {
            Tags { "LightMode"="ForwardBase" }
            // Lighting Off
            
            CGPROGRAM
            #pragma fragmentoption ARB_precision_hint_fastest
            
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            
            #include "UnityCG.cginc"

            float4 _LightColor0;

            uniform sampler2D _MainTex;
            uniform half4 _MainTex_ST;

            struct vertexIN_base
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };
            
            struct v2f_base
            {
                float4 pos : SV_POSITION;
                fixed3 vertexLight : COLOR;
                half2  uv : TEXCOORD0;
                float3 normal : TEXCOORD1;
                float3 lightDir : TEXCOORD2;
                UNITY_FOG_COORDS(3)
            };

            v2f_base vert(vertexIN_base v)
            {
                v2f_base o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.normal = v.normal;
                o.lightDir = ObjSpaceLightDir(v.vertex);

                half3 worldNormal = UnityObjectToWorldNormal(v.normal);
                float3 shlight = ShadeSH9(float4(worldNormal, 1.0));
                o.vertexLight = shlight;
                #ifdef VERTEXLIGHT_ON
                    o.vertexLight += Shade4PointLights (
                        unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
                        unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
                        unity_4LightAtten0, worldPos, worldNormal
                        );
                #endif

                UNITY_TRANSFER_FOG(o,o.pos);
                return o; 
            }
            
            fixed4 frag(v2f_base i) : COLOR
            {
                i.lightDir = normalize(i.lightDir);
                i.normal = normalize(i.normal);

                float diffuse = max(0, dot(i.normal, i.lightDir));

                fixed4 mainColor = tex2D(_MainTex, i.uv);
                fixed4 clr = mainColor * _LightColor0 * diffuse;
                clr.rgb += mainColor.rgb * i.vertexLight;

                UNITY_APPLY_FOG(i.fogCoord,clr);

                return clr;
            }
            ENDCG
        }
    }
    FallBack Off
}

上述shader和Mobile Diffuse效果基本一致(场景中光照并不复杂),并且默认的效果也是不带forward add的。

但这个shader还是依赖了场景中的实施光源数据。

于是乎,进一步,将场景中的实时光源全部移除,并将光源的颜色和方向信息直接写在shader的属性中,得到了下面的去光源版本:

Shader "James/Scene/Mesh Diffuse"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}

        _MainLightColor("主光颜色", Color) = (1,1,1,1)
        _MainLightDir("主光方向", Vector) = (1,1,0,0)

        _SecondLightColor("辅光颜色", Color) = (1,1,1,1)
        _SecondLightDir("辅光方向", Vector) = (1,1,0,0)
        _SecondLightBrightness ("辅光强度", Range(0, 10)) = 0.9
    }
    
    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry" }
        LOD 200
        
        Pass
        {
            Tags { "LightMode"="ForwardBase" }
            Lighting Off
            
            CGPROGRAM
            #pragma fragmentoption ARB_precision_hint_fastest
            
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            
            #include "UnityCG.cginc"

            float4 _MainLightColor;
            float4 _MainLightDir;
            float4 _SecondLightColor;
            float4 _SecondLightDir;
            float _SecondLightBrightness;

            uniform sampler2D _MainTex;
            uniform half4 _MainTex_ST;

            struct vertexIN_base
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };
            
            struct v2f_base
            {
                float4 pos : SV_POSITION;
                half2  uv : TEXCOORD0;
                float3 normal : TEXCOORD1;
                float3 lightDir : TEXCOORD2;
                float3 lightDir2 : TEXCOORD3;
                UNITY_FOG_COORDS(4)
            };

            v2f_base vert(vertexIN_base v)
            {
                v2f_base o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.normal = v.normal;

                o.lightDir = mul(unity_WorldToObject, _MainLightDir).xyz;
                o.lightDir2 = mul(unity_WorldToObject, _SecondLightDir).xyz;

                UNITY_TRANSFER_FOG(o,o.pos);
                return o; 
            }
            
            fixed4 frag(v2f_base i) : COLOR
            {
                i.lightDir = normalize(i.lightDir);
                i.lightDir2 = normalize(i.lightDir2);
                i.normal = normalize(i.normal);

                float diffuse = max(0, dot(i.normal, i.lightDir));
                float diffuse2 = max(0, dot(i.normal, i.lightDir2));

                fixed4 mainColor = tex2D(_MainTex, i.uv);
                fixed4 clr = mainColor * _MainLightColor * diffuse;
                clr += _SecondLightBrightness * (mainColor * _SecondLightColor * diffuse2);

                UNITY_APPLY_FOG(i.fogCoord,clr);

                return clr;
            }
            ENDCG
        }
    }
    FallBack Off
}

  这个版本支持两个光源信息,然后按照同样的Lambert光照方式来计算光照信息,其中辅光给了一个强度的调节因子。

  注:这里没有完全按照默认的计算方式来计算主光以外的光照信息,是因为half3 ShadeSH9 (half4 normal)所以来的unity_SHAr unity_SHAg unity_SHAb的计算方式不明确。

    // normal should be normalized, w=1.0
    half3 SHEvalLinearL0L1 (half4 normal)
    {
        half3 x;

        // Linear (L1) + constant (L0) polynomial terms
        x.r = dot(unity_SHAr,normal);
        x.g = dot(unity_SHAg,normal);
        x.b = dot(unity_SHAb,normal);

        return x;
    }

    // normal should be normalized, w=1.0
    half3 SHEvalLinearL2 (half4 normal)
    {
        half3 x1, x2;
        // 4 of the quadratic (L2) polynomials
        half4 vB = normal.xyzz * normal.yzzx;
        x1.r = dot(unity_SHBr,vB);
        x1.g = dot(unity_SHBg,vB);
        x1.b = dot(unity_SHBb,vB);

        // Final (5th) quadratic (L2) polynomial
        half vC = normal.x*normal.x - normal.y*normal.y;
        x2 = unity_SHC.rgb * vC;

        return x1 + x2;
    }

    // normal should be normalized, w=1.0
    // output in active color space
    half3 ShadeSH9 (half4 normal)
    {
        // Linear + constant polynomial terms
        half3 res = SHEvalLinearL0L1 (normal);

        // Quadratic polynomials
        res += SHEvalLinearL2 (normal);

    #   ifdef UNITY_COLORSPACE_GAMMA
            res = LinearToGammaSpace (res);
    #   endif

        return res;
    }

  Unity是怎么计算出unity_SHAr unity_SHAg  unity_SHAb这几个变量的,又知道的小伙伴可以告知一下哈。 

  下面是基于以上三个shader的实时渲染效果,其中"James/Scene/Mesh Diffuse"不依赖场景光源。

  

  让美术直接在材质球上面手动输入light dir,其实非常的不直观,于是写了一个工具,直接把场景中的lighting对应的shader中的方向值给打印出来:

    private void WriteLightingDir()
    {
        Object obj = Selection.activeGameObject;
        if (obj is GameObject == false) return;
        Debug.Log(-(obj as GameObject).transform.forward);
    }

  选中场景中的Lighting对象,然后执行上面的编辑期代码即可打印出方向值。

   添加环境光:

  如果只有场景光照,模型会有一些暗角,因此还需要加上自定义环境光的光照亮度。

  首先通过代码设置全局的环境光,方便shader访问:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
public class GlobalShaderSetting : MonoBehaviour
{
    public Color GlobalAmbientColor = new Color(0.5f, 0.5f, 0.5f, 1f);
    public float GlobalAmbientBrightness = 1;
    public Vector4 GlobalWindDirection = new Vector4(0.5f, 0.5f, 0.5f, 1f);

    [ContextMenu("Set")]
    private void Awake()
    {
        Shader.SetGlobalColor("_GlobalAmbientColor", GlobalAmbientColor);
        Shader.SetGlobalFloat("_GlobalAmbientBrightness", GlobalAmbientBrightness);
        Shader.SetGlobalVector("_GlobalWindDirection", GlobalWindDirection);
    }
}

  然后添加一个cginc的通用文件:

#ifndef JAMES_LIGHTING_H
#define JAMES_LIGHTING_H

float4 _GlobalAmbientColor;
float _GlobalAmbientBrightness;
float4 _GlobalWindDirection;

#define AMBIENT_COLOR _GlobalAmbientColor * _GlobalAmbientBrightness

#endif

  在需要添加环境光的shader中添加环境光的影响即可:

clr += mainTex * AMBIENT_COLOR;

 

 

  

 

posted @ 2018-11-06 13:51  斯芬克斯  阅读(1983)  评论(0编辑  收藏  举报