Occlusion 和 Detail Map

1. Occlusion  环境光遮蔽图,在3D游戏经常会听到一个词环境光遮蔽(Ambient Occlusion)。

百度百科的说明 大概意思了解下就好。

AO是来描绘物体和物体相交或靠近的时候遮挡周围漫反射光线的效果,可以解决或改善漏光、飘和阴影不实等问题,解决或改善场景中缝隙、褶皱与墙角、角线以及细小物体等的表现不清晰问题,综合改善细节尤其是暗部阴影,增强空间的层次感、真实感,同时加强和改善画面明暗对比,增强画面的艺术性

上面的斯坦福龙呈现在一个均匀照明的环境中。 模型中有一些较黑和较亮的区域,但照明大部分都是均匀的。 尽管有相当复杂的几何形状,但龙看上去很平,没有明显的深度感觉。

下面是启用了环境光遮蔽的相同模型。

环境光遮蔽 从字面上就是对于环境光影响。对于直接光照不影响。

Unity里面实现下

扫描二维码关注公众号,回复: 1786171 查看本文章
 1 half Occlusion(float2 uv)
 2 {
 3 #if (SHADER_TARGET < 30)
 4     // SM20: instruction count limitation
 5     // SM20: simpler occlusion
 6     return tex2D(_OcclusionMap, uv).g;
 7 #else
 8     half occ = tex2D(_OcclusionMap, uv).g;
 9     return LerpOneTo (occ, _OcclusionStrength);
10 #endif
11 }
inline UnityGI UnityGI_Base(UnityGIInput data, half occlusion, half3 normalWorld)
{
    UnityGI o_gi;
    ResetUnityGI(o_gi);

    // Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
    #if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
        half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
        float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
        float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
        data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
    #endif

    o_gi.light = data.light;
    o_gi.light.color *= data.atten;

    #if UNITY_SHOULD_SAMPLE_SH
        o_gi.indirect.diffuse = ShadeSHPerPixel(normalWorld, data.ambient, data.worldPos);
    #endif

    #if defined(LIGHTMAP_ON)
        // Baked lightmaps
        half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
        half3 bakedColor = DecodeLightmap(bakedColorTex);

        #ifdef DIRLIGHTMAP_COMBINED
            fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER (unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
            o_gi.indirect.diffuse += DecodeDirectionalLightmap (bakedColor, bakedDirTex, normalWorld);

            #if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN)
                ResetUnityLight(o_gi.light);
                o_gi.indirect.diffuse = SubtractMainLightWithRealtimeAttenuationFromLightmap (o_gi.indirect.diffuse, data.atten, bakedColorTex, normalWorld);
            #endif

        #else // not directional lightmap
            o_gi.indirect.diffuse += bakedColor;

            #if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN)
                ResetUnityLight(o_gi.light);
                o_gi.indirect.diffuse = SubtractMainLightWithRealtimeAttenuationFromLightmap(o_gi.indirect.diffuse, data.atten, bakedColorTex, normalWorld);
            #endif

        #endif
    #endif

    #ifdef DYNAMICLIGHTMAP_ON
        // Dynamic lightmaps
        fixed4 realtimeColorTex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, data.lightmapUV.zw);
        half3 realtimeColor = DecodeRealtimeLightmap (realtimeColorTex);

        #ifdef DIRLIGHTMAP_COMBINED
            half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, data.lightmapUV.zw);
            o_gi.indirect.diffuse += DecodeDirectionalLightmap (realtimeColor, realtimeDirTex, normalWorld);
        #else
            o_gi.indirect.diffuse += realtimeColor;
        #endif
    #endif

    o_gi.indirect.diffuse *= occlusion;
    return o_gi;
}

使用的地方影响的diffuse 环境光的强度。

猜你喜欢

转载自www.cnblogs.com/wbaoqing/p/9244365.html