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#ifndef UNITY_COMMON_MATERIAL_INCLUDED
#define UNITY_COMMON_MATERIAL_INCLUDED
//-----------------------------------------------------------------------------
// Helper function for anisotropy
//-----------------------------------------------------------------------------
// Ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf (in addenda)
// Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness
void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB)
{
float anisoAspect = sqrt(1.0 - 0.9 * anisotropy);
roughnessT = roughness * anisoAspect;
roughnessB = roughness / anisoAspect;
}
// Fake anisotropic by distorting the normal as suggested by:
// Ref: Donald Revie - Implementing Fur Using Deferred Shading (GPU Pro 2)
// anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction)
float3 GetAnisotropicModifiedNormal(float3 N, float3 T, float3 V, float anisotropy)
{
float3 anisoT = cross(-V, T);
float3 anisoN = cross(anisoT, T);
return normalize(lerp(N, anisoN, anisotropy));
}
//-----------------------------------------------------------------------------
// Helper function for perceptual roughness
//-----------------------------------------------------------------------------
float PerceptualRoughnessToRoughness(float perceptualRoughness)
{
return perceptualRoughness * perceptualRoughness;
}
float RoughnessToPerceptualRoughness(float roughness)
{
return sqrt(roughness);
}
float PerceptualSmoothnessToRoughness(float perceptualSmoothness)
{
return (1 - perceptualSmoothness) * (1 - perceptualSmoothness);
}
float PerceptualSmoothnessToPerceptualRoughness(float perceptualSmoothness)
{
return (1 - perceptualSmoothness);
}
// ----------------------------------------------------------------------------
// Parallax mapping
// ----------------------------------------------------------------------------
float2 ParallaxOffset(float3 viewDirTS, float height)
{
// Parallax mapping with offset limiting to reduce weird artifcat (i.e do not divide by z), also save performance
return viewDirTS.xy * height;
}
#endif // UNITY_COMMON_MATERIAL_INCLUDED