【从UnityURP开始探索游戏渲染】专栏-直达
视差遮挡贴图(Parallax Occlusion Mapping, POM)介绍
视差遮挡贴图是视差贴图技术的高阶实现,通过光线步进(Raymarching)算法精确计算视线与高度图的交点,模拟复杂表面(如砖墙、岩石)的几何遮挡效果。相比标准视差贴图,POM能更真实地表现深度变化和自阴影,适用于高精度材质表现。
核心原理
- 分层深度检测将视线方向在切线空间分解为多层(通常8-15层),逐层采样高度图,通过二分法逼*视线与表面的交点。
- 动态采样优化根据视角与法线的夹角动态调整采样层数(**行视角增加层数,垂直视角减少层数),*衡精度与性能。
- 遮挡关系重建通过交点处的UV偏移修正纹理采样位置,模拟凹凸表面的光线遮挡效果。
Unity URP 实现示例与原理详解
代码关键点解析
- 动态采样层数
- 通过lerp(_MaxSamples, _MinSamples, saturate(dot(float3(0,0,1), viewDirTS)))实现视角自适应分层,优化性能。
- 光线步进循环
- 循环比较当前层高度与采样深度,找到首个交点区间,避免全精度遍历。
- 二分法优化
- 在初步交点区间内使用lerp插值计算精确UV,减少采样次数。
- ParallaxOcclusionMapping.shader
- Shader "Universal Render Pipeline/POM"
- {
- Properties
- {
- _MainTex("Albedo", 2D) = "white" {}
- _NormalMap("Normal Map", 2D) = "bump" {}
- _HeightMap("Height Map", 2D) = "white" {}
- _ParallaxScale("Height Scale", Range(0, 0.1)) = 0.05
- _MinSamples("Min Samples", Int) = 8
- _MaxSamples("Max Samples", Int) = 15
- }
- SubShader
- {
- Tags { "RenderPipeline"="UniversalPipeline" }
- HLSLINCLUDE
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);
- TEXTURE2D(_HeightMap); SAMPLER(sampler_HeightMap);
- float _ParallaxScale;
- int _MinSamples, _MaxSamples;
- float2 ParallaxOcclusionMapping(float3 viewDirTS, float2 uv)
- {
- // 动态计算采样层数
- int numSamples = (int)lerp(_MaxSamples, _MinSamples, saturate(dot(float3(0,0,1), viewDirTS)));
- float layerHeight = 1.0 / numSamples;
- float2 deltaUV = _ParallaxScale * viewDirTS.xy / viewDirTS.z / numSamples;
- // 光线步进初始化
- float currentLayerHeight = 0;
- float2 currentUV = uv;
- float currentDepth = 1 - SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, currentUV).r;
- // 分层检测
- [loop]
- for (int i = 0; i < 15; ++i) {
- if (currentLayerHeight >= currentDepth) break;
- currentUV -= deltaUV;
- currentDepth = 1 - SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, currentUV).r;
- currentLayerHeight += layerHeight;
- }
- // 二分法精确交点
- float2 prevUV = currentUV + deltaUV;
- float prevDepth = currentDepth - layerHeight;
- float weight = (currentLayerHeight - currentDepth) / (prevDepth - currentDepth);
- return lerp(currentUV, prevUV, weight);
- }
- 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;
- };
- Varyings vert(Attributes IN)
- {
- Varyings OUT;
- VertexPositionInputs posInput = GetVertexPositionInputs(IN.positionOS.xyz);
- OUT.positionCS = posInput.positionCS;
- // 转换视角方向到切线空间
- VertexNormalInputs normInput = GetVertexNormalInputs(IN.normalOS, IN.tangentOS);
- float3 viewDirWS = GetWorldSpaceViewDir(posInput.positionWS);
- OUT.viewDirTS = TransformWorldToTangent(viewDirWS,
- normInput.tangentWS, normInput.bitangentWS, normInput.normalWS);
- OUT.uv = IN.uv;
- return OUT;
- }
- half4 frag(Varyings IN) : SV_Target
- {
- // 计算POM偏移后的UV
- float2 pomUV = ParallaxOcclusionMapping(normalize(IN.viewDirTS), IN.uv);
- // 采样最终纹理
- half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, pomUV);
- half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, pomUV));
- return half4(albedo.rgb, 1);
- }
- ENDHLSL
- }
- }
- }
复制代码 技术对比与性能建议
特性标准视差贴图陡峭视差贴图POM采样次数单次5-15次8-15次+二分法陡峭表面精度低中高适用*台移动端PC/主机高端PC推荐参数Scale=0.02Scale=0.05Scale=0.03-0.07实际应用中需注意:
- 高度图建议使用法线贴图的Alpha通道节省资源
- 过高的_ParallaxScale可能导致边缘拉伸,建议不超过0.1
- 移动端可减少_MaxSamples至8层以降低开销
<blockquote>
【从UnityURP开始探索游戏渲染】专栏-直达
(欢迎点赞留言探讨,更多人加入进来能更加完善这个探索的过程,
来源:程序园用户自行投稿发布,如果侵权,请联系站长删除
免责声明:如果侵犯了您的权益,请联系站长,我们会及时删除侵权内容,谢谢合作! |