Unity——ShaderLab纹理动画
2022-01-05 15:27
766 查看
顶点动画shader要关闭动态合批"DisableBatching"="True";
1.序列帧动画
纹理取样有Scale和offset,将上面的png图当做纹理,每次按间隔时间偏移取样纹理的起点;
fixed4 frag (v2f i) : SV_Target { //Time四个分量 y代表1t,floor向上取整 float time = floor(_Time.y * _Speed); float row = floor(time/_HorizontalAmount); float column = floor(time/_VerticalAmount); //播放顺序,Unity左下角原点,所以-row,这行是计算简化的结果,没有实际意义 half2 uv = i.uv + half2(column,-row); uv.x /= _HorizontalAmount; uv.y /= _VerticalAmount; fixed4 color = tex2D(_MainTex,uv)*_Color; return color; }
2.滚动卷轴背景
两张背景图根据时间横向左移动; baselayer移动速度慢,展现一种远景的效果;
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //frac(v) —— return v - floor(v); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex) + frac(float2(_ScrollX, 0.0)* _Time.y); o.uv.zw = TRANSFORM_TEX(v.uv, _DetailTex) + frac(float2(_Scroll2X, 0.0)* _Time.y); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 firstLayer = tex2D(_MainTex,i.uv.xy); fixed4 secondLayer = tex2D(_DetailTex,i.uv.zw); //根据外层的透明度混合颜色; fixed4 color = lerp(firstLayer,secondLayer,secondLayer.a); return fixed4(color.rgb * _Multiplier,1.0); }
3.平面水波纹+阴影
将以Quad当成波,有振幅,波长,频率;
通过参数调整,控制水波的起伏,速度,水波的大小;
顶点动画的阴影要跟动,需要在ShadowCasterpass中也做顶点偏移;
Shader "MyShader/WaterWave" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Color ("Color Tint", Color) = (1, 1, 1, 1) _Magnitude ("Distortion Magnitude", Float) = 1 _Frequency ("Distortion Frequency", Float) = 1 _InvWaveLength ("Distortion Inverse Wave Length", Float) = 10 _Speed ("Speed", Float) = 0.5 } SubShader { // Need to disable batching because of the vertex animation Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"} Pass { Tags { "LightMode"="ForwardBase" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; float offset = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength)* _Magnitude; v.vertex.x += offset; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv += float2(0.0, _Time.y * _Speed); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = tex2D(_MainTex, i.uv); c.rgb *= _Color.rgb; return c; } ENDCG } //ShadowCaster Pass{ Tags{"LightMode" = "ShadowCaster"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" float _Magnitude; float _Frequency; float _InvWaveLength; float _Speed; struct v2f { V2F_SHADOW_CASTER; }; v2f vert(appdata_base v){ v2f o; float offset = sin(_Frequency * _Time.y + v.vertex.z * _InvWaveLength)* _Magnitude; v.vertex.x += offset; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag(v2f i): SV_Target { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" }
4.公告牌效果
2D的纸片永远朝向摄像机;
根据观察方向变换顶点;
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"} Pass { Tags {"LightMode" = "ForwardBase"} ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; float _VerticalBillboard; //根据视角方向,和规定上方向来调整本地模型空间坐标系,将顶点偏移 v2f vert (appdata v) { v2f o; //模型空间下中心为锚点,计算视角方向 float3 center = float3(0,0,0); float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1)); //计算法线,乘以约束值 float3 normalDir = viewer - center; normalDir.y = normalDir.y * _VerticalBillboard; normalDir = normalize(normalDir); //判断法线和固定向上方向是否平行,叉乘求出右向量 float3 upDir = abs(normalDir.y) > 0.999? float3(0,0,1) : float3(0,1,0); float3 rightDir = normalize(cross(upDir,normalDir)); //由于之前法线和上方向不是垂直向量,这里再求一次垂直上方向向量 upDir = normalize(cross(rightDir,normalDir)); //顶点到锚点的偏移量,计算得到新顶点坐标 float3 centerOffs = v.vertex.xyz - center; float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir.z * centerOffs.z; //根据本地坐标下新顶点做矩阵变换 o.pos = UnityObjectToClipPos(float4(localPos,1.0)); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.rgb *= _Color.rgb; return col; } ENDCG }
相关文章推荐
- 使用何种方式实现unity动画?
- Unity-Shader——用UV动画模拟模型在水下的场景
- UV动画/纹理融合/法线贴图/过程纹理
- 在unity中使用spine动画
- 【Unity】2D精灵动画
- Sprite Kit教程:动画和纹理图集 2
- Unity支持的纹理格式
- unity Animator 怎么判断一个动画播放结束
- 3dmax动画模型导入unity 帧率问题
- unity-动画中加入控制曲线
- Unity中国象棋(四)——悔棋、判断胜负的实现,以及动画特效和代码的优化
- Unity (二) Animator:Events : 动画事件案例(呐喊出现字幕)
- Unity 动画模板的创建
- unity工具IGamesTools之批量生成帧动画
- Unity Shaders and Effects Cookbook (2-4) 压缩和混合纹理贴图:使用灰度图存储插值信息
- Unity-动画系统_Avatar系统
- unity 在播放动画时报错 The animation state XXX could not be played because it couldn't be found!
- Unity游戏动画 从入门到住院:动画状态机
- Unity Shader播放序列帧动画
- unity 关于新的动画系统animator的动作混合(原)