【从UnityURP开始探索游戏渲染】专栏-直达
陡峭视差贴图(Steep Parallax Mapping)实现原理
陡峭视差贴图通过分层深度比较和动态UV偏移技术增强岩石表面立体感.
视角自适应分层采样
- 根据视线与表面法线的夹角动态分配采样层数(平视视角增加至12层,俯视视角减少至5层),解决标准视差贴图在平视角度下的失真问题
深度图梯度修正
- 引入_LayerBias参数(推荐值0.2-0.4)调整UV偏移量计算公式,避免陡峭区域出现采样断裂:
$\Delta UV=\frac{ParallaxScale \cdot ViewDir_{xy}}{(ViewDir_z+LayerBias) \cdot LayerCount}$
风格化深度增强
- 在最终插值阶段使用pow(weight,2)强化轮廓对比度,配合ramp贴图实现卡通化光影过渡效果
URP HLSL完整实现代码
关键特性说明
- 动态层数优化:通过lerp(_MaxLayers, _MinLayers, saturate(dot(float3(0,0,1), viewDirTS)))实现平视视角自动增加采样精度
- 抗失真处理:_LayerBias参数修正陡峭表面的UV偏移计算,避免采样断裂
- 风格化增强:ramp贴图控制光影过渡,边缘光强化轮廓立体感
- StylizedRockParallax.shader
- Shader "Universal Render Pipeline/StylizedRockParallax"
- {
- Properties
- {
- [Header(Base Textures)]
- _MainTex("Albedo (RGB)", 2D) = "white" {}
- _NormalMap("Normal Map", 2D) = "bump" {}
- _HeightMap("Height Map", 2D) = "white" {}
- _RampTex("Stylized Ramp", 2D) = "white" {}
- [Header(Parallax Settings)]
- _ParallaxScale("Depth Scale", Range(0, 0.15)) = 0.08
- _LayerBias("Layer Bias", Range(0.1, 0.5)) = 0.3
- _MinLayers("Min Layers", Int) = 5
- _MaxLayers("Max Layers", Int) = 12
- [Header(Stylized Lighting)]
- _RimPower("Rim Power", Range(1, 10)) = 3
- _ShadowTint("Shadow Tint", Color) = (0.3,0.3,0.4,1)
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
- HLSLINCLUDE
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);
- TEXTURE2D(_HeightMap); SAMPLER(sampler_HeightMap);
- TEXTURE2D(_RampTex); SAMPLER(sampler_RampTex);
- float _ParallaxScale;
- float _LayerBias;
- int _MinLayers, _MaxLayers;
- float _RimPower;
- float4 _ShadowTint;
- // 陡峭视差映射核心算法
- float2 SteepParallaxMapping(float3 viewDirTS, float2 uv)
- {
- // 动态层数计算(平视视角增加层数)
- int numLayers = (int)lerp(_MaxLayers, _MinLayers, saturate(dot(float3(0,0,1), viewDirTS)));
- float layerHeight = 1.0 / numLayers;
- float2 deltaUV = _ParallaxScale * viewDirTS.xy / (viewDirTS.z + _LayerBias) / numLayers;
- // 光线步进初始化
- float currentLayerHeight = 0;
- float2 currentUV = uv;
- float currentDepth = 1 - SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, currentUV).r;
- // 分层深度检测
- [loop]
- for (int i = 0; i < _MaxLayers; ++i) {
- if (currentLayerHeight >= currentDepth) break;
- currentUV -= deltaUV;
- currentDepth = 1 - SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, currentUV).r;
- currentLayerHeight += layerHeight;
- }
- // 风格化插值修正
- float2 prevUV = currentUV + deltaUV;
- float prevDepth = currentDepth - layerHeight;
- float weight = pow((currentLayerHeight - currentDepth) / (prevDepth - currentDepth + 0.001), 2);
- return lerp(currentUV, prevUV, saturate(weight * 1.5));
- }
- // 风格化光照计算
- half3 StylizedShading(float3 normalWS, float3 viewDirWS, float NdotL)
- {
- float rim = pow(1 - saturate(dot(normalWS, viewDirWS)), _RimPower);
- float2 rampUV = float2(NdotL * 0.5 + 0.5, 0.5);
- half3 rampColor = SAMPLE_TEXTURE2D(_RampTex, sampler_RampTex, rampUV).rgb;
- return lerp(rampColor * _ShadowTint.rgb, rampColor, saturate(NdotL + rim));
- }
- ENDHLSL
- Pass
- {
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 viewDirTS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float3 viewDirWS : TEXCOORD3;
- float4 shadowCoord : TEXCOORD4;
- };
- Varyings vert(Attributes IN)
- {
- Varyings OUT;
- VertexPositionInputs posInput = GetVertexPositionInputs(IN.positionOS.xyz);
- OUT.positionCS = posInput.positionCS;
- VertexNormalInputs normInput = GetVertexNormalInputs(IN.normalOS, IN.tangentOS);
- float3 viewDirWS = GetWorldSpaceViewDir(posInput.positionWS);
- OUT.viewDirTS = TransformWorldToTangent(viewDirWS,
- normInput.tangentWS, normInput.bitangentWS, normInput.normalWS);
- OUT.normalWS = normInput.normalWS;
- OUT.viewDirWS = viewDirWS;
- OUT.shadowCoord = GetShadowCoord(posInput);
- OUT.uv = IN.uv;
- return OUT;
- }
- half4 frag(Varyings IN) : SV_Target
- {
- // 计算陡峭视差UV
- float2 parallaxUV = SteepParallaxMapping(normalize(IN.viewDirTS), IN.uv);
- // 采样纹理
- half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, parallaxUV);
- half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, parallaxUV));
- // 转换法线到世界空间
- float3x3 TBN = float3x3(
- normalize(cross(IN.normalWS, IN.viewDirWS)),
- normalize(IN.normalWS),
- normalize(IN.viewDirWS)
- );
- float3 normalWS = mul(TBN, normalTS);
- // 光照计算
- Light mainLight = GetMainLight(IN.shadowCoord);
- float NdotL = saturate(dot(normalWS, mainLight.direction));
- half3 lighting = StylizedShading(normalWS, normalize(IN.viewDirWS), NdotL);
- return half4(albedo.rgb * lighting * mainLight.color, 1);
- }
- ENDHLSL
- }
- }
- }
复制代码 材质配置
参数组合风格化效果_ParallaxScale=0.05 + _RimPower=5轻度凹凸+柔和边缘光_ParallaxScale=0.1 + _LayerBias=0.4强烈凹凸+抗失真处理_ShadowTint=(0.4,0.2,0.6)紫色调阴影增强风格化表现<blockquote>
【从UnityURP开始探索游戏渲染】专栏-直达
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