shader实例水(反射,法线,透明)

unity自带的资源中有水的例子,导入步骤为:Assets-Import Package-Water (Pro Only),熟悉相关参数就可以调出很漂亮的水效果,但是作为程序员不能只停留在使用层,了解其中的原理才是我们追寻的目标。

先看看效果,这样学习兴趣会更大。

shader实例(二十六)水(反射,法线,透明)

因为unity自带demo集成的比较多,作为新手很难进行学习,所以就在网上先找关于反射的资料,不找不知道一找吓一跳,反射才不简单!不过现在不用看懂它会用就好,在这里反射被封装为一个名为Mirror的cs脚本,将这个脚本绑定到水的对象上就可以获取当前反射的贴图然后将贴图传到shader中就可以显示。之前有接触过grabpass,法线贴图,所以现在只需要加上反射就能实现一个普通水的效果,显然通过设置参数这个shader还可以用于镜面反射,玻璃效果等等。而在这之前完全不懂这些是啥,所以获得经验:有规划的进行学习终究有所收获。

 

原理和shader代码如下(有不对的地方希望能指出):

Shader "Mirrors/Transparent Bumped Specular Flat" {
 Properties {
  _Speed ("UV移动速度", Range (-1,1)) = 0
  _Transparency("材质透明度", Range (0, 1)) = 1
  _Distortion ("针对法线贴图的扭曲程度", range (0,0.4)) = 0

  _Color ("主色", Color) = (1,1,1,1)
  _MainTex ("主材质", 2D) = "white" {}
  _BlendLevel("主材质显示强度",Range(0,1))=1
  _SpecColor ("镜面颜色", Color) = (0.5, 0.5, 0.5, 1)
  _Shininess ("镜面强度", Range (0.01, 1)) = 0.078125

  _BumpMap ("法线贴图", 2D) = "bump" {}
  _Bumpness ("法线颜色强度",Range(0,1))= 1
  _Ref ("来自镜面反射", 2D) = "white" {}
 }

 SubShader {
  Tags { "Queue"="Transparent" "RenderType"="Opaque" }
  GrabPass {       
   Name "BASE"
   Tags { "LightMode" = "Always" }
   }

  CGPROGRAM
  #pragma surface surf BlinnPhong
  #pragma target 3.0

  half _Speed; // uv移动速度
  half _Transparency;//材质透明度
  half _Distortion;// 扭曲强度
  fixed4 _Color; //主色
  sampler2D _MainTex;// 主材质图
  half _BlendLevel;// 主材质强度
  half _Shininess;// 镜面强度
  sampler2D _BumpMap;// 法线贴图
  half _Bumpness;// 法线颜色强度
  sampler2D _Ref; // 反射贴图
  sampler2D _GrabTexture;// 屏幕纹理

  struct Input {
   float2 uv_MainTex; // 主贴图
   float2 uv_BumpMap; // 法线贴图
   float4 screenPos; // 顶点在屏幕坐标的位置
  };

  void surf (Input IN, inout SurfaceOutput o) {
   // 移动法线纹理的X
   IN.uv_BumpMap.x = IN.uv_BumpMap.x + _Speed * _Time;
   // 对法线贴图进行采样
   fixed3 nor = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
   // 对主材质进行采样
   fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);

   // 【将反射的图像正常显示在此对象上】
   // 获取屏幕纹理坐标信息
   float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
   // 针对法线纹理做法线扭曲,_Distortion为扭曲强度
   screenUV += nor.xy * _Distortion ; 
   // 对反射纹理进行采样,通过屏幕纹理
   fixed4 ref = tex2D(_Ref, screenUV);
 
   // 【将屏幕的纹理正常显示在此对象上】,如果不需要半透明可去掉
   // 获取顶点在屏幕的坐标为纹理
   float4 screenUV2 = IN.screenPos;
   // 以下是根据平台来判断是否需要倒置Y坐标
   // D3D:scale=-1,那么screenUV2.y = -1 * screenUV2.y + screenUV2.w;【倒置后+w让值域保持为0到1】
   // OpenGL:scale=1,那么screenUV2.y = screenUV2.y;
   #if UNITY_UV_STARTS_AT_TOP
   float scale = -1.0;
   #else
   float scale = 1.0;
   #endif
   screenUV2.y = (screenUV2.y - screenUV2.w * 0.5) * scale + screenUV2.w * 0.5;
   screenUV2.xy = screenUV2.xy / screenUV2.w;
   // 针对法线纹理做的法线扭曲,_Distortion为强度
   screenUV2.xy += nor.xy * _Distortion;
   // 对屏幕纹理进行采样
   fixed4 trans = tex2D(_GrabTexture,screenUV2.xy);
  
   // 最终颜色 = 主材质颜色 * 主颜色 * 主色显示强度
   o.Albedo = tex.rgb * _Color.rgb * _BlendLevel;
   // 反射颜色 = 反射材质颜色和【屏幕纹理颜色】的插值
   o.Emission = lerp(ref.rgb,trans.rgb,_Transparency);
   // 法线值 = 法线材质颜色 * 法线强度
   o.Normal = nor.rgb * _Bumpness;
   // 发光强度 = 主纹理A
   o.Gloss = tex.a;
   // 透明度 = 主色
   o.Alpha = tex.a * _Color.a;
   // 镜面高光【高光需要针对针对非立方体,如果是平面BlinnPhong也无效】
   o.Specular = _Shininess * _SpecColor; 
  }
  ENDCG
 }//end subshader
}

 

镜子代码Mirror 如下:

using UnityEngine;

using System.Collections;

[ExecuteInEditMode]
public class Mirror : MonoBehaviour
{
    public bool m_DisablePixelLights = true;
    public int m_TextureSize = 256;
    public float m_ClipPlaneOffset = 0.07f;
 public bool m_IsFlatMirror = true;
  
    public LayerMask m_ReflectLayers = -1;
      
    private Hashtable m_ReflectionCameras = new Hashtable();
  
    private RenderTexture m_ReflectionTexture = null;
    private int m_OldReflectionTextureSize = 0;
  
    private static bool s_InsideRendering = false;

    public void OnWillRenderObject()
    {
        if( !enabled || !renderer || !renderer.sharedMaterial || !renderer.enabled )
            return;
          
        Camera cam = Camera.current;
        if( !cam )
            return;
  
        if( s_InsideRendering )
            return;
        s_InsideRendering = true;
      
        Camera reflectionCamera;
        CreateMirrorObjects( cam, out reflectionCamera );
      
        Vector3 pos = transform.position;
  Vector3 normal;
  if(m_IsFlatMirror){
         normal = transform.up;
  }
  else{
   normal= transform.position - cam.transform.position ;
   normal.Normalize();
  }
        int oldPixelLightCount = QualitySettings.pixelLightCount;
        if( m_DisablePixelLights )
            QualitySettings.pixelLightCount = 0;
      
        UpdateCameraModes( cam, reflectionCamera );

        float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset;
        Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d);
  
        Matrix4x4 reflection = Matrix4x4.zero;
        CalculateReflectionMatrix (ref reflection, reflectionPlane);
        Vector3 oldpos = cam.transform.position;
        Vector3 newpos = reflection.MultiplyPoint( oldpos );
        reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
  

        Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
        Matrix4x4 projection = cam.projectionMatrix;
        CalculateObliqueMatrix (ref projection, clipPlane);
        reflectionCamera.projectionMatrix = projection;
      
        reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value;
        reflectionCamera.targetTexture = m_ReflectionTexture;
        GL.SetRevertBackfacing (true);
        reflectionCamera.transform.position = newpos;
        Vector3 euler = cam.transform.eulerAngles;
        reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
        reflectionCamera.Render();
        reflectionCamera.transform.position = oldpos;
        GL.SetRevertBackfacing (false);
        Material[] materials = renderer.sharedMaterials;
        foreach( Material mat in materials ) {
            if( mat.HasProperty("_Ref") )
                mat.SetTexture( "_Ref", m_ReflectionTexture );
        }
        if( m_DisablePixelLights )
            QualitySettings.pixelLightCount = oldPixelLightCount;
      
        s_InsideRendering = false;
    }
  
    void OnDisable()
    {
        if( m_ReflectionTexture ) {
            DestroyImmediate( m_ReflectionTexture );
            m_ReflectionTexture = null;
        }
        foreach( DictionaryEntry kvp in m_ReflectionCameras )
            DestroyImmediate( ((Camera)kvp.Value).gameObject );
        m_ReflectionCameras.Clear();
    }
  
  
    private void UpdateCameraModes( Camera src, Camera dest )
    {
        if( dest == null )
            return;

        dest.clearFlags = src.clearFlags;
        dest.backgroundColor = src.backgroundColor;      
        if( src.clearFlags == CameraClearFlags.Skybox )
        {
            Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox;
            Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox;
            if( !sky || !sky.material )
            {
                mysky.enabled = false;
            }
            else
            {
                mysky.enabled = true;
                mysky.material = sky.material;
            }
        }

        dest.farClipPlane = src.farClipPlane;
        dest.nearClipPlane = src.nearClipPlane;
        dest.orthographic = src.orthographic;
        dest.fieldOfView = src.fieldOfView;
        dest.aspect = src.aspect;
        dest.orthographicSize = src.orthographicSize;
  dest.renderingPath = src.renderingPath;
    }
  

    private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
    {
        reflectionCamera = null;
      

        if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize )
        {
            if( m_ReflectionTexture )
                DestroyImmediate( m_ReflectionTexture );
            m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
            m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
            m_ReflectionTexture.isPowerOfTwo = true;
            m_ReflectionTexture.hideFlags = HideFlags.DontSave;
            m_OldReflectionTextureSize = m_TextureSize;
        }
      

        reflectionCamera = m_ReflectionCameras[currentCamera] as Camera;
        if( !reflectionCamera )
        {
            GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
            reflectionCamera = go.camera;
            reflectionCamera.enabled = false;
            reflectionCamera.transform.position = transform.position;
            reflectionCamera.transform.rotation = transform.rotation;
            reflectionCamera.gameObject.AddComponent("FlareLayer");
            go.hideFlags = HideFlags.HideAndDontSave;
            m_ReflectionCameras[currentCamera] = reflectionCamera;
        }      
    }
  
    private static float sgn(float a)
    {
        if (a > 0.0f) return 1.0f;
        if (a < 0.0f) return -1.0f;
        return 0.0f;
    }
  
    private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
    {
        Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
        Matrix4x4 m = cam.worldToCameraMatrix;
        Vector3 cpos = m.MultiplyPoint( offsetPos );
        Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign;
        return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) );
    }
  
    private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
    {
        Vector4 q = projection.inverse * new Vector4(
            sgn(clipPlane.x),
            sgn(clipPlane.y),
            1.0f,
            1.0f
        );
        Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));

        projection[2] = c.x - projection[3];
        projection[6] = c.y - projection[7];
        projection[10] = c.z - projection[11];
        projection[14] = c.w - projection[15];
    }

    private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane)
    {
        reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]);
        reflectionMat.m01 = (   - 2F*plane[0]*plane[1]);
        reflectionMat.m02 = (   - 2F*plane[0]*plane[2]);
        reflectionMat.m03 = (   - 2F*plane[3]*plane[0]);

        reflectionMat.m10 = (   - 2F*plane[1]*plane[0]);
        reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]);
        reflectionMat.m12 = (   - 2F*plane[1]*plane[2]);
        reflectionMat.m13 = (   - 2F*plane[3]*plane[1]);
  
        reflectionMat.m20 = (   - 2F*plane[2]*plane[0]);
        reflectionMat.m21 = (   - 2F*plane[2]*plane[1]);
        reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]);
        reflectionMat.m23 = (   - 2F*plane[3]*plane[2]);

        reflectionMat.m30 = 0F;
        reflectionMat.m31 = 0F;
        reflectionMat.m32 = 0F;
        reflectionMat.m33 = 1F;
    }
}

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