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| CCProgram legacy-pbr %{ // 需要手动实现完整的PBR光照模型 struct MaterialData { vec3 albedo; float metallic; float roughness; vec3 normal; }; // 菲涅尔反�? vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } // 法线分布函数 float distributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float a2 = a * a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH * NdotH; float num = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return num / denom; } // 几何遮蔽函数 float geometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r * r) / 8.0; float num = NdotV; float denom = NdotV * (1.0 - k) + k; return num / denom; } float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = geometrySchlickGGX(NdotV, roughness); float ggx1 = geometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } // 完整PBR计算 vec3 calculatePBR(MaterialData material, vec3 lightDir, vec3 viewDir, vec3 lightColor) { vec3 halfwayDir = normalize(lightDir + viewDir); vec3 F0 = mix(vec3(0.04), material.albedo, material.metallic); float NDF = distributionGGX(material.normal, halfwayDir, material.roughness); float G = geometrySmith(material.normal, viewDir, lightDir, material.roughness); vec3 F = fresnelSchlick(max(dot(halfwayDir, viewDir), 0.0), F0); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - material.metallic; vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(material.normal, viewDir), 0.0) * max(dot(material.normal, lightDir), 0.0) + 0.001; vec3 specular = numerator / denominator; float NdotL = max(dot(material.normal, lightDir), 0.0); return (kD * material.albedo / PI + specular) * lightColor * NdotL; } void frag() { MaterialData material; material.albedo = texture(mainTexture, v_uv).rgb; material.metallic = pbrParams.z; material.roughness = pbrParams.y; // 法线贴图处理 vec3 normalMap = texture(normalTexture, v_uv).xyz * 2.0 - 1.0; mat3 TBN = mat3(v_tangent, v_bitangent, v_normal); material.normal = normalize(TBN * normalMap); vec3 viewDir = normalize(cc_cameraPos.xyz - v_worldPos); vec3 lightDir = normalize(-cc_mainLitDir.xyz); vec3 color = calculatePBR(material, lightDir, viewDir, cc_mainLitColor.rgb); fragColor = vec4(color, 1.0); } }%
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