Cg 程式設計/Unity/半透明表面

本教程介紹半透明表面。
它是關於照明的幾個教程之一,這些教程超出了 Phong 反射模型。但是,它基於每個畫素的照明,使用 Phong 反射模型,如“光滑鏡面高光”部分中所述。如果您還沒有閱讀該教程,您應該先閱讀它。
Phong 反射模型沒有考慮半透明性,即光線穿透材料的可能性。本教程介紹半透明表面,即允許光線從一個表面穿透到另一個表面的表面,例如紙張、衣服、塑膠薄膜或葉子。

我們將區分兩種光線傳輸:漫射半透明和前向散射半透明,它們分別對應於 Phong 反射模型中的漫射項和鏡面項。漫射半透明是光的漫射傳輸,類似於 Phong 反射模型中的漫射反射項(參見“漫射反射”部分):它僅取決於表面法線向量和光源方向的點積——除了我們使用負表面法線向量,因為光源位於背面,因此漫射半透明照明的方程式為
這是許多半透明表面的最常見照明,例如紙張和葉子。
一些半透明表面(例如塑膠薄膜)幾乎是透明的,並允許光線幾乎直接地穿透表面,但具有一些前向散射;也就是說,人們可以透過表面看到光源,但影像有點模糊。這類似於 Phong 反射模型的鏡面項(參見“鏡面高光”部分以獲取方程式),除了我們將反射光線方向R替換為負光線方向-L,並且指數現在對應於前向散射光線的銳度
當然,這種前向散射半透明模型並不準確,但它允許我們模擬這種效果並調整引數。
以下實現基於“光滑鏡面高光”部分,它展示了使用 Phong 反射模型的每個畫素照明。該實現允許渲染背面,並在這種情況下使用內建的 Cg 函式faceforward(n, v, ng)翻轉表面法線向量,該函式在dot(v,ng)<0時返回n,否則返回-n。這種方法通常在輪廓線處失效,這會導致某些畫素的照明不正確。改進後的版本將使用不同的通道和顏色來渲染正面和背面,如“雙面光滑表面”部分中所示。
除了 Phong 反射模型的項之外,我們還使用此程式碼計算漫射半透明和前向散射半透明的照明
float3 diffuseTranslucency =
attenuation * _LightColor0.rgb
* _DiffuseTranslucentColor.rgb
* max(0.0, dot(lightDirection, -normalDirection));
float3 forwardTranslucency;
if (dot(normalDirection, lightDirection) > 0.0)
// light source on the wrong side?
{
forwardTranslucency = float3(0.0, 0.0, 0.0);
// no forward-scattered translucency
}
else // light source on the right side
{
forwardTranslucency = attenuation * _LightColor0.rgb
* _ForwardTranslucentColor.rgb * pow(max(0.0,
dot(-lightDirection, viewDirection)), _Sharpness);
}
完整的著色器程式碼定義了材料常量的著色器屬性,併為具有新增劑混合的附加光源添加了另一個通道,但不包括環境光。
Shader "Cg translucent surfaces" {
Properties {
_Color ("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Float) = 10
_DiffuseTranslucentColor ("Diffuse Translucent Color", Color)
= (1,1,1,1)
_ForwardTranslucentColor ("Forward Translucent Color", Color)
= (1,1,1,1)
_Sharpness ("Sharpness", Float) = 10
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
// pass for ambient light and first light source
Cull Off // show frontfaces and backfaces
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
// User-specified properties
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
uniform float4 _DiffuseTranslucentColor;
uniform float4 _ForwardTranslucentColor;
uniform float _Sharpness;
struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrix = unity_ObjectToWorld;
float4x4 modelMatrixInverse = unity_WorldToObject;
output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir);
float3 viewDirection = normalize(
_WorldSpaceCameraPos - input.posWorld.xyz);
normalDirection = faceforward(normalDirection,
-viewDirection, normalDirection);
// flip normal if dot(-viewDirection, normalDirection)>0
float3 lightDirection;
float attenuation;
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else // point or spot light
{
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}
// Computation of the Phong reflection model:
float3 ambientLighting =
UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
float3 diffuseReflection =
attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection));
float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}
// Computation of the translucent illumination:
float3 diffuseTranslucency =
attenuation * _LightColor0.rgb
* _DiffuseTranslucentColor.rgb
* max(0.0, dot(lightDirection, -normalDirection));
float3 forwardTranslucency;
if (dot(normalDirection, lightDirection) > 0.0)
// light source on the wrong side?
{
forwardTranslucency = float3(0.0, 0.0, 0.0);
// no forward-scattered translucency
}
else // light source on the right side
{
forwardTranslucency = attenuation * _LightColor0.rgb
* _ForwardTranslucentColor.rgb * pow(max(0.0,
dot(-lightDirection, viewDirection)), _Sharpness);
}
// Computation of the complete illumination:
return float4(ambientLighting
+ diffuseReflection + specularReflection
+ diffuseTranslucency + forwardTranslucency, 1.0);
}
ENDCG
}
Pass {
Tags { "LightMode" = "ForwardAdd" }
// pass for additional light sources
Cull Off
Blend One One // additive blending
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
// User-specified properties
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
uniform float4 _DiffuseTranslucentColor;
uniform float4 _ForwardTranslucentColor;
uniform float _Sharpness;
struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrix = unity_ObjectToWorld;
float4x4 modelMatrixInverse = unity_WorldToObject;
output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir);
float3 viewDirection = normalize(
_WorldSpaceCameraPos - input.posWorld.xyz);
normalDirection = faceforward(normalDirection,
-viewDirection, normalDirection);
// flip normal if dot(-viewDirection, normalDirection)>0
float3 lightDirection;
float attenuation;
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else // point or spot light
{
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}
// Computation of the Phong reflection model:
float3 diffuseReflection =
attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection));
float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}
// Computation of the translucent illumination:
float3 diffuseTranslucency =
attenuation * _LightColor0.rgb
* _DiffuseTranslucentColor.rgb
* max(0.0, dot(lightDirection, -normalDirection));
float3 forwardTranslucency;
if (dot(normalDirection, lightDirection) > 0.0)
// light source on the wrong side?
{
forwardTranslucency = float3(0.0, 0.0, 0.0);
// no forward-scattered translucency
}
else // light source on the right side
{
forwardTranslucency = attenuation * _LightColor0.rgb
* _ForwardTranslucentColor.rgb * pow(max(0.0,
dot(-lightDirection, viewDirection)), _Sharpness);
}
// Computation of the complete illumination:
return float4(diffuseReflection + specularReflection
+ diffuseTranslucency + forwardTranslucency, 1.0);
}
ENDCG
}
}
}
恭喜!您完成了本關於半透明表面的教程,它們非常常見,但無法透過 Phong 反射模型來建模。我們涵蓋了
- 什麼是半透明表面。
- 哪些形式的半透明性最常見(漫射半透明和前向散射半透明)。
- 如何實現漫射和前向散射半透明。
如果您還想了解更多
- 關於 Phong 反射模型的漫射項,您應該閱讀“漫射反射”部分。
- 關於 Phong 反射模型的環境項或鏡面項,您應該閱讀“鏡面高光”部分。
- 關於使用 Phong 反射模型的每個畫素照明,您應該閱讀“光滑鏡面高光”部分。
- 關於雙面表面的每個畫素照明,您應該閱讀“雙面光滑表面”部分。