inline fixed4 LightingOps(SurfaceOps s, fixed3 lightDir, fixed3 viewDir, fixed atten)
		{
			viewDir = normalize(viewDir);
			lightDir = normalize(lightDir);
			float3 H = normalize(lightDir + viewDir);
			s.Normal = normalize(s.Normal);
			float3 N = s.Normal;
	
			float _SP = pow(8192, _GL);
			float d = (_SP + 2) / (8 * PIE) * pow(dot(N, H), _SP);
			//	float f = _SC + (1 - _SC)*pow((1 - dot(H, lightDir)), 5);
			float f = EnvironmentBRDF(_GL, dot(N, viewDir), _R0F);
			float k = 2 / sqrt(PIE * (_SP + 2));
			float v = 1 / ((dot(N, lightDir)*(1 - k) + k)*(dot(N, viewDir)*(1 - k) + k));
			float spec = d*f*v;
			float4 c = float4(s.Albedo, 1);
			c.rgb += (_SC + (1.0 - _SC) * s.DeferredFresnel) * spec;//* light.rgb;
			c += spec*_SC;
			c.a = s.Alpha;
			return c;
		}		void surf(Input IN, inout SurfaceOps o) {
			half4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;
			o.Emission = texCUBElod(_Cubemap, float4(IN.worldRefl, _nMips - _GL*_nMips)).rgb * _ReflAmount;
			float cosT = dot(IN.viewDir, IN.worldNormal);
			//	c = (1 - spec)* c;
			float F = EnvironmentBRDF(_GL, dot(IN.worldNormal, IN.viewDir), _R0F);
			o.DeferredFresnel = F;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}Shader "Custom/surface_cube_new ops" {
	Properties{
	_MainTex("Base (RGB)", 2D) = "white" {}
	_MainTint("Diffuse Color", Color) = (1, 1, 1, 1)
		_Cubemap("CubeMap", CUBE) = ""{}
	_ReflAmount("Reflection Amount", Range(0.01, 1)) = 0.5
		_SC("Specular Color", Color) = (1, 1, 1, 1)
		_GL("gloss", Range(0, 1)) = 0.5
		_R0F("R0F", Range(0, 1)) = 0.5
		_nMips("nMipsF", Range(0, 5)) = 0.5
}
	SubShader{
		Tags{ "RenderType" = "Opaque" }
		LOD 400
			CGPROGRAM
#pragma surface surf Ops  noambient
#pragma glsl
#pragma target 3.0
			sampler2D _MainTex;
		samplerCUBE _Cubemap;
		float4 _MainTint;
		float _ReflAmount;
		float4 _SC;
		float _nMips;
		float _GL;
		float _R0F;
		struct SurfaceOps
		{
			fixed3 Albedo;
			fixed3 Normal;
			fixed3 Emission;
			fixed3 Specular;
			fixed Gloss;
			fixed Alpha;
			half DeferredFresnel;
		};
		struct Input
		{
			float2 uv_MainTex;
			float3 worldPos;
			float3 viewDir;
			float3 worldNormal;
			float3 worldRefl;////worldRefl:即为世界空间的反射向量///内置的worldRefl 来做立方图反射(cubemap reflection)
		};
#define PIE 3.1415926535
#define E 2.71828
		float3 EnvironmentBRDF(float g, float NoV, float3 rf0)
		{
			float4 t = float4(1 / 0.96, 0.475, (0.0275 - 0.25 * 0.04) / 0.96, 0.25);
			t *= float4(g, g, g, g);
			t += float4(0, 0, (0.015 - 0.75 * 0.04) / 0.96, 0.75);
			float a0 = t.x * min(t.y, exp2(-9.28 * NoV)) + t.z;
			float a1 = t.w;
			return saturate(a0 + rf0 * (a1 - a0));
		}
		inline fixed4 LightingOps(SurfaceOps s, fixed3 lightDir, fixed3 viewDir, fixed atten)
		{
			viewDir = normalize(viewDir);
			lightDir = normalize(lightDir);
			float3 H = normalize(lightDir + viewDir);
			s.Normal = normalize(s.Normal);
			float3 N = s.Normal;
	
			float _SP = pow(8192, _GL);
			float d = (_SP + 2) / (8 * PIE) * pow(dot(N, H), _SP);
			//	float f = _SC + (1 - _SC)*pow((1 - dot(H, lightDir)), 5);
			float f = EnvironmentBRDF(_GL, dot(N, viewDir), _R0F);
			float k = 2 / sqrt(PIE * (_SP + 2));
			float v = 1 / ((dot(N, lightDir)*(1 - k) + k)*(dot(N, viewDir)*(1 - k) + k));
			float spec = d*f*v;
			float4 c = float4(s.Albedo, 1);
			c.rgb += (_SC + (1.0 - _SC) * s.DeferredFresnel) * spec;//* light.rgb;
			c += spec*_SC;
			c.a = s.Alpha;
			return c;
		}
		void surf(Input IN, inout SurfaceOps o) {
			half4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;
			o.Emission = texCUBElod(_Cubemap, float4(IN.worldRefl, _nMips - _GL*_nMips)).rgb * _ReflAmount;
			float cosT = dot(IN.viewDir, IN.worldNormal);
			//	c = (1 - spec)* c;
			float F = EnvironmentBRDF(_GL, dot(IN.worldNormal, IN.viewDir), _R0F);
			o.DeferredFresnel = F;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}Unity3d 基于物理渲染Physically-Based Rendering之实现
原文:http://blog.csdn.net/wolf96/article/details/44193883