Unity5 new Function Analysis--Physical rendering and standard shader
http://blog.csdn.net/leonwei/article/details/48395061
Physical rendering is one of the biggest highlights of UNITY5, the use of physical rendering is definitely the next generation of games hot, UNITY5 a wide range of use is a welcome thing, about what is physical rendering, I have written a blog dedicated discussion, see Http://blog.csdn.net /leonwei/article/details/44539217.
The biggest difference between physical rendering and today's mainstream lighting calculations is that today's Lambert Blinn phone is basically a mock-up model that simulates the color of the reflection of the object we're looking at, or even a model of the head, to deceive our eyes, The physical light calculation is based on the physical characteristics of light transmission, more close to the real lighting situation, although in the implementation of the use of some approximate calculation. So physical rendering is especially true when it comes to expressing natural objects.
Unity5 inside a new set of shader called standard shader, this set of shader use is based on physical lighting calculations, and the old shaderunity has not been recommended to use, UNITY5 that we should use standard shader in most cases. The left is the use of physical rendering, the right is used by the Blinn phone, are used to express a very smooth metal, not on the map, you can obviously feel the more true to the left, this is UNITY5 to us in the graphics quality of ascension.
Let's analyze the meaning of the various parameters of standard shader.
Albedo: This is the basic color of the surface of the object, which in the physical model corresponds to the scattering color of each sub-surface of the surface of the object.
Metallic: This is equivalent to F (0) in the physical model, that is, the surface of the object and the line of sight to reflect the energy of the light, usually metal objects are usually more than 50%, most of the 90%, and non-metallic concentrated under 20%, the nature of the matter rarely in the 20%-40% Between (unless some artificial object), because of this attribute is the name of the image metallic (metal sense)
Smoonthness: This corresponds to the proportion of all facets in the physical model that are consistent with the implementation, the larger the proportion, the smoother the object, and the more coarse it is, the better to distinguish between this and mettalic (metallic in describing the strength of the reflected energy, Smmothness describes the smoothness of the surface), of course, under the circumstances of the metal smoothness are very high.
Normal map: Normal map
Height map: Parallax map for performing high and low information on the basis of normal maps (Normals can only show light intensity, while inspection maps can increase the physical position of the front and back)
Occlution: Occlusion occupies the map, used to simulate GI, the object in the dictation groove due to the reduction of light is dark, that is, self-occlusion.
Emission: self-illumination, but UNITY5 's spontaneous light can be used as a light source in global illumination, very good
Secondary maps: Second map
Detail Mask: Mask for the second map
In addition to standard shader, Unity5 also offers a standard (specular setup), the main difference being that this shader provides a different albedo color from specular, That is, diffuse and specular reflection of the color separation, and for the former albedo control diffuse reflection and specular reflection, and think more light is reflected by the specular, unity document for most of the results of the two approaches can basically express, and choose that depends on your habits ...
Unity5 new feature resolution-Physical rendering and standard shader