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| Shader "Custom/URP/GI_Integrated_Shader" { Properties { _BaseColor ("基础颜色", Color) = (1, 1, 1, 1) _MainTex ("主纹理", 2D) = "white" {} _Roughness ("粗糙度", Range(0, 1)) = 0.5 _Metallic ("金属度", Range(0, 1)) = 0.0 _OcclusionMap ("遮蔽贴图", 2D) = "white" {} _OcclusionStrength ("遮蔽强度", Range(0, 1)) = 1.0 _EmissionMap ("自发光贴图", 2D) = "black" {} [HDR] _EmissionColor ("自发光颜色", Color) = (0, 0, 0, 0) }
SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM #pragma vertex vert #pragma fragment frag
// GI 相关的编译宏(这些宏控制是否使用光照贴图、Light Probe 等) #pragma multi_compile _ LIGHTMAP_ON // 静态光照贴图 #pragma multi_compile _ DYNAMICLIGHTMAP_ON // 动态光照贴图 #pragma multi_compile _ DIRLIGHTMAP_COMBINED // 方向性光照贴图 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS // 主光源阴影 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE // 级联阴影 #pragma multi_compile _ _ADDITIONAL_LIGHTS // 额外光源 #pragma multi_compile _ _SHADOWS_SOFT // 软阴影 #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING // 光照贴图阴影混合 #pragma multi_compile _ SHADOWS_SHADOWMASK // 阴影遮罩 #pragma multi_compile_fog // 场景雾
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" // 包含 GI 采样相关函数(SampleSH, SAMPLE_GI 等) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap);
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _BaseColor; float _Roughness; float _Metallic; float4 _OcclusionMap_ST; float _OcclusionStrength; float4 _EmissionMap_ST; float4 _EmissionColor; CBUFFER_END
struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 uv : TEXCOORD0; float2 lightmapUV : TEXCOORD1; // 光照贴图 UV(第二套 UV) UNITY_VERTEX_INPUT_INSTANCE_ID };
struct Varyings { float4 positionHCS : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float3 worldTangent : TEXCOORD2; float3 worldBitangent : TEXCOORD3; float2 uv : TEXCOORD4; // 光照贴图 UV(使用 URP 的宏处理平台差异) DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 5); float4 shadowCoord : TEXCOORD6; half4 fogFactor : TEXCOORD7; UNITY_VERTEX_OUTPUT_STEREO // VR 支持 };
Varyings vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs norInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.positionHCS = posInputs.positionCS; output.worldPos = posInputs.positionWS; output.worldNormal = norInputs.normalWS; output.worldTangent = norInputs.tangentWS; output.worldBitangent = norInputs.bitangentWS; output.uv = TRANSFORM_TEX(input.uv, _MainTex); output.shadowCoord = GetShadowCoord(posInputs);
// 关键:根据是否使用光照贴图,存储光照贴图 UV 或 SH 系数 // OUTPUT_LIGHTMAP_UV:变换光照贴图 UV(考虑 Lightmap Scale/Offset) // OUTPUT_SH:预计算 SH 系数到顶点(减少片段着色器开销) OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(norInputs.normalWS, output.vertexSH);
output.fogFactor = ComputeFogFactor(posInputs.positionCS.z); return output; }
half4 frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.uv; float3 worldPos = input.worldPos;
// ---- 基础材质数据 ---- half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * _BaseColor; half occlusion = lerp(1.0h, SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).r, _OcclusionStrength);
// ---- 法线(使用 TBN 矩阵转换到世界空间)---- float3 worldNormal = normalize(input.worldNormal); // 此处可以接入法线贴图采样...
// ---- 视线方向 ---- float3 viewDir = normalize(GetCameraPositionWS() - worldPos);
// ---- 关键:SAMPLE_GI 采样全局光照 ---- // 这个宏会根据编译关键字自动选择: // - LIGHTMAP_ON:读取烘焙光照贴图 // - 否则:读取 Light Probe SH(用顶点插值的 SH 系数) half3 bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, worldNormal);
// ---- 间接光漫反射(GI 的漫反射部分)---- // MixRealtimeAndBakedGI:混合实时 GI 和烘焙 GI,并处理阴影遮罩 Light mainLight = GetMainLight(input.shadowCoord); MixRealtimeAndBakedGI(mainLight, worldNormal, bakedGI); half3 indirectDiffuse = bakedGI * albedoAlpha.rgb * (1.0h - _Metallic) * occlusion;
// ---- 间接光镜面反射(GI 的镜面部分,读取反射探针)---- half perceptualRoughness = _Roughness; half3 reflectVector = reflect(-viewDir, worldNormal); // GlossyEnvironmentReflection:采样反射探针(考虑 roughness 的 mip 级别) half3 indirectSpecular = GlossyEnvironmentReflection( reflectVector, worldPos, perceptualRoughness, occlusion );
// ---- 直接光 ---- float NdotL = saturate(dot(worldNormal, mainLight.direction)); half3 directDiffuse = albedoAlpha.rgb * mainLight.color * NdotL * mainLight.shadowAttenuation * (1.0h - _Metallic);
// ---- 自发光(用于 GI 贡献烘焙时自动被识别)---- half3 emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb;
// ---- 组合所有光照 ---- half3 finalColor = indirectDiffuse + indirectSpecular + directDiffuse + emission;
// ---- 额外光源(点光、聚光)---- #ifdef _ADDITIONAL_LIGHTS uint additionalLightCount = GetAdditionalLightsCount(); for (uint i = 0u; i < additionalLightCount; i++) { Light light = GetAdditionalLight(i, worldPos, half4(1, 1, 1, 1)); half NdotLAdd = saturate(dot(worldNormal, light.direction)); finalColor += albedoAlpha.rgb * light.color * NdotLAdd * light.shadowAttenuation * light.distanceAttenuation; } #endif
// ---- 场景雾 ---- finalColor = MixFog(finalColor, input.fogFactor.x);
return half4(finalColor, albedoAlpha.a); } ENDHLSL }
// 标准 ShadowCaster 和 DepthOnly Pass(复用 URP 内置) UsePass "Universal Render Pipeline/Lit/ShadowCaster" UsePass "Universal Render Pipeline/Lit/DepthOnly"
// 自发光 GI 贡献 Pass(让 Unity 知道此 Shader 有自发光,用于 Realtime GI) Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off
HLSLPROGRAM #pragma vertex MetaPassVertex #pragma fragment MetaPassFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap);
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _BaseColor; float4 _EmissionMap_ST; float4 _EmissionColor; float _Metallic; CBUFFER_END
struct AttributesMeta { float4 positionOS : POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; }; struct VaryingsMeta { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; };
VaryingsMeta MetaPassVertex(AttributesMeta input) { VaryingsMeta output; output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv1, unity_LightmapST, unity_DynamicLightmapST); output.uv = TRANSFORM_TEX(input.uv0, _MainTex); return output; }
half4 MetaPassFragment(VaryingsMeta input) : SV_Target { MetaInput meta; meta.Albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).rgb * _BaseColor.rgb; meta.Emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, input.uv).rgb * _EmissionColor.rgb; return MetaFragment(meta); } ENDHLSL } } }
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