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Unity Shader: 优化GPU代码--用step()代替if else等条件语句。

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普通的卡通着色Shader:

先看一个Shader,卡通着色。由于卡通着色需要对不同渲染区域进行判定,比较适合做案例。

Shader "Unlit/NewToonShading"
{
    Properties
    {
        _Shininess("Shininess",float)=1
        _Edge("Edge Scale",range(0,1))=0.2
        _FinalColor("Final Color",Color)=(0.5,0.5,0.5,1)
        _EdgeColor("Edge Color",Color)=(0,0,0,1)
    }

    SubShader
    {
        Tags { "RenderType"="Opaque"}
        LOD 100

        Pass
        {
            Tags {"LightMode"="Vertex" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float3 N:TEXCOORD0;
                float3 L:TEXCOORD1;
                float3 H:TEXCOORD2;
                float3 V:TEXCOORD3;
            };

            float _Shininess;
            float _Edge;
            float4 _FinalColor;
            float4 _EdgeColor;
            float4 _LightPosition_World;

            v2f vert (appdata v)
            {
                v2f o=(v2f)0;

                float4 worldPos=mul(unity_ObjectToWorld,v.vertex);

                float4 lightPos_World=mul(UNITY_MATRIX_I_V,unity_LightPosition[1]);

                o.N=normalize(mul(unity_ObjectToWorld,v.normal));
                o.L=normalize(lightPos_World-worldPos.xyz);

                o.V=normalize(_WorldSpaceCameraPos-worldPos.xyz);
                o.H=normalize(o.L+o.V);

                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                i.N=normalize(i.N);
                i.L=normalize(i.L);
                i.H=normalize(i.H);
                i.V=normalize(i.V);

                float4 Kd=_FinalColor;
                float4 Ks=0;
                fixed4 col;
                //边缘判定
                float edge=max(dot(i.N,i.V),0);

                if(edge<_Edge){
                    return _EdgeColor;
                }

                //暗光判定
                float diffuseLight=max(dot(i.N,i.L),0);

                if(diffuseLight<=0.1f){     //暗光区域
                    Kd*=0.5f;               //亮光区域亮度减半
                    Ks=0;                   //无高光  //如果diffuseLight<=0,说明N,H夹角大于了90',眼睛或光源在材质表面后方
                    col=Kd+Ks;
                    return col;
                }

                //高光判定
                float specularLight=pow(max(dot(i.N,i.H),0),_Shininess);

                if(specularLight>=0.95f){
                    Ks=float4(1.0f,1.0f,1.0f,0.0f);     //高光
                }

                col=Kd+Ks;
                return col;
            }
            ENDCG
        }
    }
}

这里写图片描述
(上图:渲染结果)

优化的原理:

在片段着色器中,我以正常cpu编程的逻辑进行了优化,例如,if(edge<_Edge){return _EdgeColor;},如果此像素被判定为边缘,则直接返回边缘颜色,那么则不用再进行之后的运算了。以此类推后面又用if else 分别进行了高光,亮光,暗光区的判断。但是这种优化对于gpu编程来讲是无效的。因为对于GPU来讲,各个顶点各个像素都在进行大量的并行运算,每个片段着色器都在同步运行,边缘地带像素的片段着色器虽然率先return,但是它依然要等待最后一个return的像素。只有所有像素全部完成计算,才会进行下一次运算,因此在GPU编程中,if else, switch case等条件语句和太复杂的逻辑是不推荐的。相应的,可以用step()等函数进行替换,用阶梯函数的思维来构建条件语句。这样,所有的线程都执行完全一样的代码,在很多方面对GPU都是有益的。

优化后的Shader:

上面Shader的Step()函数版本:

Shader "Unlit/NewToonShading_StepVersion"
{
    Properties
    {
        _Shininess("Shininess",float)=1
        _Edge("Edge Scale",range(0,1))=0.2
        _FinalColor("Final Color",Color)=(0.5,0.5,0.5,1)
        _EdgeColor("Edge Color",Color)=(0,0,0,1)
    }

    SubShader
    {
        Tags { "RenderType"="Opaque"}
        LOD 100

        Pass
        {
            Tags {"LightMode"="Vertex" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float3 N:TEXCOORD0;
                float3 L:TEXCOORD1;
                float3 H:TEXCOORD2;
                float3 V:TEXCOORD3;
            };

            float _Shininess;
            float _Edge;
            float4 _FinalColor;
            float4 _EdgeColor;
            float4 _LightPosition_World;

            v2f vert (appdata v)
            {
                v2f o=(v2f)0;

                float4 worldPos=mul(unity_ObjectToWorld,v.vertex);

                float4 lightPos_World=mul(UNITY_MATRIX_I_V,unity_LightPosition[1]);

                o.N=normalize(mul(unity_ObjectToWorld,v.normal));
                o.L=normalize(lightPos_World-worldPos.xyz);

                o.V=normalize(_WorldSpaceCameraPos-worldPos.xyz);
                o.H=normalize(o.L+o.V);

                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                i.N=normalize(i.N);
                i.L=normalize(i.L);
                i.H=normalize(i.H);
                i.V=normalize(i.V);

                float4 Kd=_FinalColor;
                float4 Ks=0;
                fixed4 col;
                //边缘判定
                float edge=max(dot(i.N,i.V),0);

                edge=step(edge,_Edge); //if(edge<=_Edge) edge=1 , else edge=0

                _EdgeColor*=edge;

                //高光判定
                float specularLight=pow(max(dot(i.N,i.H),0),_Shininess);

                specularLight=step(0.95f,specularLight);        //if specularLight>=0.95f specularLight=1 else =0

                //暗光判定

                float diffuseLight=max(dot(i.N,i.L),0);

                diffuseLight=step(0.1f,diffuseLight); //if(diffuseLight>=0.1f) diffuseLight=1   else diffuseLight=0

                Ks=specularLight*diffuseLight;      //if diffuseLight=0, Ks=0; else Ks=specularLight(1 or 0)

                diffuseLight=diffuseLight*0.5f+0.5f;      //change 1 or 0 to 1 or 0.5

            //0.5Kd or Kd  1or0     1or0    0or1    0orEdgeColor    
                col=(Kd*diffuseLight+Ks)*(1.0f-edge)+_EdgeColor;        
                return col;
            }
            ENDCG
        }
    }
}

举例解释:

在HLSL中, step(a,b)既是当b>=a时返回1,否则返回0,换句话说既是当a<=b时返回1,否则返回0。因此可以把被比较数灵活的插入a或b的位置,完成小于或大于的比较。由于返回值是0或1,它无法直接替代if else逻辑判断,但是可以通过改造算法完成,例如:

                //边缘判定
                float edge=max(dot(i.N,i.V),0);

                if(edge<_Edge){
                    return _EdgeColor;
                }

上文中,直接返回的_EdgeColor,将在下文中变为一个000或保持自身值的rgb变量,edge会变为0或1,并在最后的计算步骤中参与最终颜色的计算:

                //边缘判定
                float edge=max(dot(i.N,i.V),0);

                edge=step(edge,_Edge); //if(edge<=_Edge) edge=1 , else edge=0

                _EdgeColor*=edge;
                //...中间过程略...
                            //0.5Kd or Kd  1or0     1or0    0or1    0orEdgeColor    
                col=(Kd*diffuseLight+Ks)*(1.0f-edge)+_EdgeColor;

如果此像素为边缘,edge为1,那么在最终颜色计算中,不论其他变量如何,它都会变为一个0+_EdgeColor的值,既是边缘颜色。如果此像素为非边缘地带,edge为0,_EdgeColor为0,那么最终颜色为 “其他颜色”*1+0,边缘颜色被剔除。

以此类推,原版中高光,亮光与暗光区域判断的返回值也都变成了变量放入最终颜色计算中。具体推理分析请借助step()版本各行后面注释。

测试

这里写图片描述

这里写图片描述

两个版本的FPS小幅波动基本相同,有可能是计算量太小或此Shader内容对此问题不太敏感,但起码证明if else版本按照CPU的思维提前返回相对于step()版本进行所有的计算是无起到任何优势的。

汇编版本:

汇编后的片段着色器代码(部分截取):
if else版本:

   0: dp3 r0.x, v1.xyzx, v1.xyzx
   1: rsq r0.x, r0.x
   2: mul r0.xyz, r0.xxxx, v1.xyzx
   3: dp3 r0.w, v4.xyzx, v4.xyzx
   4: rsq r0.w, r0.w
   5: mul r1.xyz, r0.wwww, v4.xyzx
   6: dp3 r0.w, r0.xyzx, r1.xyzx
   7: max r0.w, r0.w, l(0.000000)
   8: lt r0.w, r0.w, cb0[2].y
   9: if_nz r0.w
  10:   mov o0.xyzw, cb0[4].xyzw
  11:   ret 
  12: endif 
  13: dp3 r0.w, v2.xyzx, v2.xyzx
  14: rsq r0.w, r0.w
  15: mul r1.xyz, r0.wwww, v2.xyzx
  16: dp3 r0.w, r0.xyzx, r1.xyzx
  17: max r0.w, r0.w, l(0.000000)
  18: ge r0.w, l(0.100000), r0.w
  19: if_nz r0.w
  20:   mul o0.xyzw, cb0[3].xyzw, l(0.500000, 0.500000, 0.500000, 0.500000)
  21:   ret 
  22: endif 
  23: dp3 r0.w, v3.xyzx, v3.xyzx
  24: rsq r0.w, r0.w
  25: mul r1.xyz, r0.wwww, v3.xyzx
  26: dp3 r0.x, r0.xyzx, r1.xyzx
  27: max r0.x, r0.x, l(0.000000)
  28: log r0.x, r0.x
  29: mul r0.x, r0.x, cb0[2].x
  30: exp r0.x, r0.x
  31: ge r0.x, r0.x, l(0.950000)
  32: and r0.xyzw, r0.xxxx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
  33: add o0.xyzw, r0.xyzw, cb0[3].xyzw
  34: ret 

step()版本:

   0: dp3 r0.x, v3.xyzx, v3.xyzx
   1: rsq r0.x, r0.x
   2: mul r0.xyz, r0.xxxx, v3.xyzx
   3: dp3 r0.w, v1.xyzx, v1.xyzx
   4: rsq r0.w, r0.w
   5: mul r1.xyz, r0.wwww, v1.xyzx
   6: dp3 r0.x, r1.xyzx, r0.xyzx
   7: max r0.x, r0.x, l(0.000000)
   8: log r0.x, r0.x
   9: mul r0.x, r0.x, cb0[2].x
  10: exp r0.x, r0.x
  11: ge r0.x, r0.x, l(0.950000)
  12: dp3 r0.y, v2.xyzx, v2.xyzx
  13: rsq r0.y, r0.y
  14: mul r0.yzw, r0.yyyy, v2.xxyz
  15: dp3 r0.y, r1.xyzx, r0.yzwy
  16: max r0.y, r0.y, l(0.000000)
  17: ge r0.y, r0.y, l(0.100000)
  18: and r0.xz, r0.xxyx, l(0x3f800000, 0, 0x3f800000, 0)
  19: movc r0.y, r0.y, l(1.000000), l(0.500000)
  20: mul r0.x, r0.z, r0.x
  21: mad r0.xyzw, cb0[3].xyzw, r0.yyyy, r0.xxxx
  22: dp3 r1.w, v4.xyzx, v4.xyzx
  23: rsq r1.w, r1.w
  24: mul r2.xyz, r1.wwww, v4.xyzx
  25: dp3 r1.x, r1.xyzx, r2.xyzx
  26: max r1.x, r1.x, l(0.000000)
  27: ge r1.x, cb0[2].y, r1.x
  28: movc r0.xyzw, r1.xxxx, l(0,0,0,0), r0.xyzw
  29: and r1.x, r1.x, l(0x3f800000)
  30: mad o0.xyzw, cb0[4].xyzw, r1.xxxx, r0.xyzw
  31: ret 
作者:liu_if_else 发表于2017/8/21 20:00:37 原文链接
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