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| CCEffect %{ techniques: - name: opaque passes: - vert: pbr-vs:vert frag: pbr-fs:frag properties: # �������� albedoMap: { value: white } albedo: { value: [1,1,1,1], editor: { type: color } } # PBR���� metallicRoughnessMap: { value: white } metallic: { value: 0.5, editor: { range: [0,1,0.01] } } roughness: { value: 0.5, editor: { range: [0,1,0.01] } } # ������ͼ normalMap: { value: normal } normalScale: { value: 1.0, editor: { range: [0,2,0.01] } } # �����ڵ� aoMap: { value: white } aoStrength: { value: 1.0, editor: { range: [0,1,0.01] } } # �Է��� emissionMap: { value: black } emission: { value: [0,0,0,1], editor: { type: color } } emissionScale: { value: 1.0, editor: { range: [0,5,0.01] } } # �������� envMap: { value: default-cube } envIntensity: { value: 1.0, editor: { range: [0,3,0.01] } } }%
CCProgram pbr-vs %{ precision highp float; #include <builtin/uniforms/cc-global> #include <builtin/uniforms/cc-local> in vec3 a_position; in vec3 a_normal; in vec2 a_texCoord; in vec4 a_tangent; out vec2 v_uv; out vec3 v_worldPos; out vec3 v_worldNormal; out vec3 v_worldTangent; out vec3 v_worldBitangent; vec4 vert () { vec4 pos = vec4(a_position, 1); v_worldPos = (cc_matWorld * pos).xyz; v_worldNormal = normalize((cc_matWorldIT * vec4(a_normal, 0.0)).xyz); v_worldTangent = normalize((cc_matWorld * vec4(a_tangent.xyz, 0.0)).xyz); v_worldBitangent = cross(v_worldNormal, v_worldTangent) * a_tangent.w; v_uv = a_texCoord; return cc_matViewProj * vec4(v_worldPos, 1.0); } }%
CCProgram pbr-fs %{ precision mediump float; #include <builtin/uniforms/cc-global> in vec2 v_uv; in vec3 v_worldPos; in vec3 v_worldNormal; in vec3 v_worldTangent; in vec3 v_worldBitangent; uniform sampler2D albedoMap; uniform sampler2D metallicRoughnessMap; uniform sampler2D normalMap; uniform sampler2D aoMap; uniform sampler2D emissionMap; uniform samplerCube envMap; uniform PBR_MATERIAL { vec4 albedo; float metallic; float roughness; float normalScale; float aoStrength; vec4 emission; float emissionScale; float envIntensity; }; uniform PBR_LIGHTING { vec3 lightDirection; vec3 lightColor; float lightIntensity; }; const float PI = 3.14159265359; 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; } 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; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } vec4 frag () { vec4 albedoSample = texture(albedoMap, v_uv); vec3 baseColor = pow(albedoSample.rgb * albedo.rgb, vec3(2.2)); vec3 metallicRoughnessSample = texture(metallicRoughnessMap, v_uv).rgb; float metallicValue = metallicRoughnessSample.b * metallic; float roughnessValue = metallicRoughnessSample.g * roughness; vec3 N = normalize(v_worldNormal); vec3 normalSample = texture(normalMap, v_uv).rgb * 2.0 - 1.0; normalSample.xy *= normalScale; mat3 TBN = mat3( normalize(v_worldTangent), normalize(v_worldBitangent), N ); N = normalize(TBN * normalSample); vec3 V = normalize(cc_cameraPos.xyz - v_worldPos); vec3 F0 = mix(vec3(0.04), baseColor, metallicValue); vec3 L = normalize(-lightDirection); vec3 H = normalize(V + L); vec3 radiance = lightColor * lightIntensity; float NDF = DistributionGGX(N, H, roughnessValue); float G = GeometrySmith(N, V, L, roughnessValue); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallicValue; vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; vec3 specular = numerator / denominator; float NdotL = max(dot(N, L), 0.0); vec3 directLighting = (kD * baseColor / PI + specular) * radiance * NdotL; vec3 R = reflect(-V, N); vec3 envColor = textureLod(envMap, R, roughnessValue * 7.0).rgb; vec3 ambient = envColor * baseColor * envIntensity; float ao = texture(aoMap, v_uv).r; ambient *= mix(1.0, ao, aoStrength); vec3 emissionColor = texture(emissionMap, v_uv).rgb * emission.rgb * emissionScale; vec3 finalColor = directLighting + ambient + emissionColor; finalColor = finalColor / (finalColor + vec3(1.0)); finalColor = pow(finalColor, vec3(1.0/2.2)); return vec4(finalColor, albedoSample.a * albedo.a); } }%
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