環境マッピング

環境

Unity2021.2.18f1

概要

環境マッピングです。 Cube、FakeSpherical(Matcap)、Equirectangular、FishEyeで行ってみました。 BumpMap付です。

Shader "Custom/Cube-BumpedEnv"
{
    Properties
    {
        _Color("Main Color", Color) = (1,1,1,1)
        _MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
        _NormalTex("Normal Texture", 2D) = "white" {}
        _EnvTex("Env Texture", CUBE) = "white" {}
    }

    SubShader
    {
        Pass
        {
            Tags
            {
                "RenderType" = "Opaque"
                "LightMode" = "ForwardBase"
            }

            CGPROGRAM
            #pragma multi_compile_fwdbase
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 uv : TEXCOORD;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                half3 lightDirWS : TEXCOORD1;
                fixed3 TSToWS0 : TEXCOORD2;
                fixed3 TSToWS1 : TEXCOORD3;
                fixed3 TSToWS2 : TEXCOORD4;
                half3 viewDirWS : TEXCOORD5;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalTex;
            UNITY_DECLARE_TEXCUBE(_EnvTex);

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.lightDirWS = WorldSpaceLightDir(v.vertex);

                fixed3 normalWS = UnityObjectToWorldNormal(v.normal);
                fixed3 tangentWS = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 binormalWS = cross(normalWS, tangentWS) * v.tangent.w;
                o.TSToWS0 = fixed3(tangentWS.x, binormalWS.x, normalWS.x);
                o.TSToWS1 = fixed3(tangentWS.y, binormalWS.y, normalWS.y);
                o.TSToWS2 = fixed3(tangentWS.z, binormalWS.z, normalWS.z);

                o.viewDirWS = WorldSpaceViewDir(v.vertex);
                return o;
            }

            fixed4 frag(v2f i) : COLOR
            {
                half3 normalTS = UnpackNormal(tex2D(_NormalTex, i.uv));
                half3 normalWS;
                normalWS.x = dot(i.TSToWS0.xyz, normalTS);
                normalWS.y = dot(i.TSToWS1.xyz, normalTS);
                normalWS.z = dot(i.TSToWS2.xyz, normalTS);
                normalWS = normalize(normalWS);

                half3 lightDirWS = normalize(i.lightDirWS);
                fixed4  diffuse = (dot(normalWS, lightDirWS) * 0.5 + 0.5) * _LightColor0;
                fixed4 col = diffuse * tex2D(_MainTex, i.uv);

                half3 viewDirWS = normalize(i.viewDirWS);
                half3 reflDirWS = reflect(-viewDirWS, normalWS);
                fixed4 envCol = UNITY_SAMPLE_TEXCUBE(_EnvTex, reflDirWS);

                return col + envCol;
            }
            ENDCG
        }
    }
    FallBack "VertexLit"
}
Shader "Custom/FakeSpherical-BumpedEnv"
{
    Properties
    {
        _Color("Main Color", Color) = (1,1,1,1)
        _MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
        _NormalTex("Normal Texture", 2D) = "white" {}
        _EnvTex("Env Texture", 2D) = "white" {}
    }

    SubShader
    {
        Pass
        {
            Tags
            {
                "RenderType" = "Opaque"
                "LightMode" = "ForwardBase"
            }

            CGPROGRAM
            #pragma multi_compile_fwdbase
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 uv : TEXCOORD;
            };
#define MAPPING_TYPE0 1
            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                half3 lightDirWS : TEXCOORD1;
                fixed3 TSToWS0 : TEXCOORD2;
                fixed3 TSToWS1 : TEXCOORD3;
                fixed3 TSToWS2 : TEXCOORD4;
#if MAPPING_TYPE0
                half3 viewDirWS : TEXCOORD5;
#endif
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalTex;
            sampler2D _EnvTex;

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.lightDirWS = WorldSpaceLightDir(v.vertex);

                fixed3 normalWS = UnityObjectToWorldNormal(v.normal);
                fixed3 tangentWS = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 binormalWS = cross(normalWS, tangentWS) * v.tangent.w;
                o.TSToWS0 = fixed3(tangentWS.x, binormalWS.x, normalWS.x);
                o.TSToWS1 = fixed3(tangentWS.y, binormalWS.y, normalWS.y);
                o.TSToWS2 = fixed3(tangentWS.z, binormalWS.z, normalWS.z);
#if MAPPING_TYPE0
                o.viewDirWS = WorldSpaceViewDir(v.vertex);
#endif
                return o;
            }

            inline float2 Mapping(float3 normal)
            {
#if MAPPING_TYPE0
                half3 normalVS = mul((float3x3)UNITY_MATRIX_V, normal);
                normalVS.z += 1;
                return normalVS.xy / length(normalVS) * 0.5 + 0.5;
#else
                return normal.xy * 0.5 + 0.5;
#endif
            }

            fixed4 frag(v2f i) : COLOR
            {
                half3 normalTS = UnpackNormal(tex2D(_NormalTex, i.uv));
                half3 normalWS;
                normalWS.x = dot(i.TSToWS0.xyz, normalTS);
                normalWS.y = dot(i.TSToWS1.xyz, normalTS);
                normalWS.z = dot(i.TSToWS2.xyz, normalTS);
                normalWS = normalize(normalWS);

                half3 lightDirWS = normalize(i.lightDirWS);
                fixed4  diffuse = (dot(normalWS, lightDirWS) * 0.5 + 0.5) * _LightColor0;
                fixed4 col = diffuse * tex2D(_MainTex, i.uv);

#if MAPPING_TYPE0
                half3 viewDirWS = normalize(i.viewDirWS);
                half3 reflDirWS = reflect(-viewDirWS, normalWS);
                fixed4 envCol = tex2D(_EnvTex, Mapping(reflDirWS));
#else
                half3 normalVS = mul((float3x3)UNITY_MATRIX_V, normalWS);
                fixed4 envCol = tex2D(_EnvTex, Mapping(normalVS));
#endif
                return col + envCol;
            }
            ENDCG
        }
    }
    FallBack "VertexLit"
}
Shader "Custom/Equirectangular-BumpedEnv"
{
    Properties
    {
        _Color("Main Color", Color) = (1,1,1,1)
        _MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
        _NormalTex("Normal Texture", 2D) = "white" {}
        _EnvTex("Env Texture", 2D) = "white" {}
    }
    SubShader
    {
        Pass 
        {
            Tags
            {
                "RenderType" = "Opaque"
                "LightMode" = "ForwardBase"
            }

            CGPROGRAM
            #pragma multi_compile_fwdbase
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 uv : TEXCOORD;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                half3 lightDirWS : TEXCOORD1;
                fixed3 TSToWS0 : TEXCOORD2;
                fixed3 TSToWS1 : TEXCOORD3;
                fixed3 TSToWS2 : TEXCOORD4;
                half3 viewDirWS : TEXCOORD5;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalTex;
            sampler2D _EnvTex;

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.lightDirWS = WorldSpaceLightDir(v.vertex);

                fixed3 normalWS = UnityObjectToWorldNormal(v.normal);
                fixed3 tangentWS = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 binormalWS = cross(normalWS, tangentWS) * v.tangent.w;
                o.TSToWS0 = fixed3(tangentWS.x, binormalWS.x, normalWS.x);
                o.TSToWS1 = fixed3(tangentWS.y, binormalWS.y, normalWS.y);
                o.TSToWS2 = fixed3(tangentWS.z, binormalWS.z, normalWS.z);

                o.viewDirWS = WorldSpaceViewDir(v.vertex);
                return o;
            }

            inline float2 Mapping(half3 normal)
            {
                float2 longlat = float2(atan2(normal.x, normal.z) + UNITY_PI, acos(-normal.y));
                float2 uv = longlat / float2(2.0 * UNITY_PI, UNITY_PI);
                return uv;
            }

            fixed4 frag(v2f i) : COLOR
            {
                half3 normalTS = UnpackNormal(tex2D(_NormalTex, i.uv));
                half3 normalWS;
                normalWS.x = dot(i.TSToWS0.xyz, normalTS);
                normalWS.y = dot(i.TSToWS1.xyz, normalTS);
                normalWS.z = dot(i.TSToWS2.xyz, normalTS);
                normalWS = normalize(normalWS);

                half3 lightDirWS = normalize(i.lightDirWS);
                fixed4  diffuse = (dot(normalWS, lightDirWS) * 0.5 + 0.5) * _LightColor0;
                fixed4 col = diffuse * tex2D(_MainTex, i.uv);

                half3 viewDirWS = normalize(i.viewDirWS);
                half3 reflDirWS = reflect(-viewDirWS, normalWS);
                fixed4 envCol = tex2Dlod(_EnvTex, float4(Mapping(reflDirWS), 0, 0));

                return col + envCol;
            }
            ENDCG
        }
    }
    FallBack "VertexLit"
}
Shader "Custom/FishEye-BumpedEnv"
{
    Properties
    {
        _Color("Main Color", Color) = (1,1,1,1)
        _MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
        _NormalTex("Normal Texture", 2D) = "white" {}
        _EnvTex("Env Texture", 2D) = "white" {}
    }

    SubShader
    {
        Pass
        {
            Tags
            {
                "RenderType" = "Opaque"
                "LightMode" = "ForwardBase"
            }

            CGPROGRAM
            #pragma multi_compile_fwdbase
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 uv : TEXCOORD;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                half3 lightDirWS : TEXCOORD1;
                fixed3 TSToWS0 : TEXCOORD2;
                fixed3 TSToWS1 : TEXCOORD3;
                fixed3 TSToWS2 : TEXCOORD4;
                half3 viewDirWS : TEXCOORD5;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalTex;
            sampler2D _EnvTex;

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.lightDirWS = WorldSpaceLightDir(v.vertex);

                fixed3 normalWS = UnityObjectToWorldNormal(v.normal);
                fixed3 tangentWS = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 binormalWS = cross(normalWS, tangentWS) * v.tangent.w;
                o.TSToWS0 = fixed3(tangentWS.x, binormalWS.x, normalWS.x);
                o.TSToWS1 = fixed3(tangentWS.y, binormalWS.y, normalWS.y);
                o.TSToWS2 = fixed3(tangentWS.z, binormalWS.z, normalWS.z);

                o.viewDirWS = WorldSpaceViewDir(v.vertex);
                return o;
            }

            inline float2 Mapping(float3 normal)
            {
                normal.z *= -1;
                float m = 2.0 * sqrt(
                    pow(normal.x, 2.0) +
                    pow(normal.y, 2.0) +
                    pow(normal.z + 1.0, 2.0)
                );
                return normal.xy / m + 0.5;
            }

            fixed4 frag(v2f i) : COLOR
            {
                half3 normalTS = UnpackNormal(tex2D(_NormalTex, i.uv));
                half3 normalWS;
                normalWS.x = dot(i.TSToWS0.xyz, normalTS);
                normalWS.y = dot(i.TSToWS1.xyz, normalTS);
                normalWS.z = dot(i.TSToWS2.xyz, normalTS);
                normalWS = normalize(normalWS);

                half3 lightDirWS = normalize(i.lightDirWS);
                fixed4  diffuse = (dot(normalWS, lightDirWS) * 0.5 + 0.5) * _LightColor0;
                fixed4 col = diffuse * tex2D(_MainTex, i.uv);

                half3 viewDirWS = normalize(i.viewDirWS);
                half3 reflDirWS = reflect(-viewDirWS, normalWS);
                fixed4 envCol = tex2Dlod(_EnvTex, float4(Mapping(reflDirWS), 0, 0));

                return col + envCol;
            }
            ENDCG
        }
    }
    FallBack "VertexLit"
}

感想

Equirectangular、FishEyeはtex2Dlodでミップマップを使わないようにしないと線が出てしまいます。全天で行いたい場合は素直にCubeマップを使用した方が良いと思いました。

参考

Distinctive Derivative Differences | by Ben Golus | Medium

c# - Map points on a sphere to pixel locations on fish eye image - Stack Overflow