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