shader学习(二)顶点着色器

文章介绍了如何使用C#脚本在Unity中设置shader参数,包括动态变换矩阵、颜色控制、顶点位置、镜面反射和点光源照射,展示了不同shader的实现和效果应用。

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1、C#脚本设置shader参数

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class class33 : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        Matrix4x4 SM = new Matrix4x4();//缩放矩阵 随时间动态变换
        SM[0, 0] = Mathf.Sin(Time.realtimeSinceStartup)/4+0.5f;
        SM[1, 1] = Mathf.Cos(Time.realtimeSinceStartup)/8+0.5f;
        SM[2, 2] = Mathf.Sin(Time.realtimeSinceStartup)/6+0.5f;
        SM[3, 3] = 1;
        Matrix4x4 mvp = Camera.main.projectionMatrix * Camera.main.worldToCameraMatrix * transform.localToWorldMatrix;
        GetComponent<Renderer>().material.SetMatrix("sm", SM);
    }
}

2、在shader里做变换和颜色显示

Shader "Custom/shader33.1"
{
    SubShader
    {
        pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #include "unitycg.cginc"
         float4x4 mvp; 
        float4x4 rm;
        float4x4 sm;
        struct v2f
        {
           float4 pos:POSITION;
           fixed4 color : COLOR;
        };
        v2f vert(appdata_base v) {
            v2f o;
            // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
            float4 m = UnityObjectToClipPos(v.vertex);//顶点MVP变换
            o.pos = mul(m, sm);//控制缩放
            //1、控制顶点颜色
            if (v.vertex.x == 0.5 && v.vertex.y == 0.5 && v.vertex.z == -0.5)
                o.color = fixed4(1, 0, 0, 1);
            else
                o.color = fixed4(0, 0, 1, 1);
            // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
            float4 wpos = mul(unity_ObjectToWorld, v.vertex);//转换模型坐标系到世界坐标系
			//2、改变物体位置时会改变颜色
            if (wpos.x > 0)
                o.color = fixed4(1, 0, 0, 1);
            else
                o.color = fixed4(0, 0, 1, 1);   
           //3、颜色周期变换
           if (v.vertex.x == 0.5 && v.vertex.y == 0.5 && v.vertex.z == -0.5)
				o.color = fixed4(_SinTime.w/2+0.5,_CosTime.w/2+0.5, _SinTime.y/2+0.5, 1);
		   else
			    o.color = fixed4(0, 0, 1, 1);
            return o;    
            
        }
        fixed4 frag(v2f IN) :COLOR{
            return IN.color;
        }


        ENDCG
            }
    }
}

3、改变顶点的位置信息

Shader "Custom/shader35"
{
	properties{
		_R("R",range(0,5))=1
	}
	SubShader
	{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"
		float _R;
		struct v2f
		{
		   float4 pos:POSITION;
		   fixed4 color : COLOR;
		};
		v2f vert(appdata_base v) {
			v2f o;
			//float2 xy = v.vertex.xz;
			//float d =_R-length(xy);//计算模
			float4 wpos = mul(unity_ObjectToWorld, v.vertex);//转换到世界坐标系
			float2 xy = wpos.xz;
			float d = _R - length(xy);
			d= d < 0 ? 0 : d;
			float height = 1;
			float4 uppos = float4(v.vertex.x, height * d, v.vertex.z, v.vertex.w);
			o.pos = UnityObjectToClipPos(uppos);//透视
			o.color = fixed4(uppos.y,uppos.y,uppos.y,1);
			return o;
		}
		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
		ENDCG
		}
	}
}

4.顶点扭曲(做周期旋转)

Shader "Custom/shader36"
{

	SubShader
	{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"
	
		struct v2f
		{
		   float4 pos:POSITION;
		   fixed4 color : COLOR;
		};
		v2f vert(appdata_base v) {
			v2f o;
			float angle = length(v.vertex)*_SinTime.w;
		/*	float4x4  m = {
			float4(cos(angle),0,sin(angle),0),
			float4(0,1,0,0),
			float4(-sin(angle),0,cos(angle),0),
			float4(0,0,0,1)
			};*/
			float x = v.vertex.x * cos(angle) + v.vertex.z* sin(angle);
			float z = v.vertex.x * -sin(angle) + v.vertex.z * cos(angle);
			v.vertex.x = x;
			v.vertex.z = z;
			//float4 rm= mul(m,v.vertex);
			//o.pos = UnityObjectToClipPos(rm);
			o.pos = UnityObjectToClipPos(v.vertex);
			o.color = fixed4(0,1,1,1);
			return o;
		}
		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
		ENDCG
		}
	}
}

5、实现波浪效果

Shader "Custom/shaderwave"
{

	SubShader
	{
		pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"
	
		struct v2f
		{
		   float4 pos:POSITION;
		   fixed4 color : COLOR;
		};
		v2f vert(appdata_base v) {
			v2f o;
			//A*SIN(W*X+T)简谐运动公式
			//F=1/W
			//v.vertex.y += 0.2*sin(v.vertex.x*2 + _Time.y);//横波
			//v.vertex.y += 0.2 * sin(-length(v.vertex.xz) * 2 + _Time.y);//圆形波向外扩散
			v.vertex.y += 0.2 * sin((v.vertex.x+v.vertex.z)+ _Time.y);//鱼鳞波
			v.vertex.y += 0.3 * sin((v.vertex.x - v.vertex.z) + _Time.w);//鱼鳞波叠加
			o.pos = UnityObjectToClipPos(v.vertex);
			o.color = fixed4(v.vertex.y,v.vertex.y,v.vertex.y,1);
			return o;
		}
		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
		ENDCG
		}
	}
}

6、实现漫反射和点光源照射

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Custom/diffuse2"
{

	SubShader
	{
		pass {
		tags{"LightMode" = "ForwardBase"}//光照模型
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"
		#include "lighting.cginc"

		struct v2f
		{
		   float4 pos:POSITION;
		   fixed4 color : COLOR;
		};
		v2f vert(appdata_base v) {
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			//o.color = fixed4(0,0,1,1);
			float3 N = normalize(v.normal);//法线归一化
			float3 L = _WorldSpaceLightPos0;//光源位置
			//以下两种方法选1即可
			//L = mul(unity_WorldToObject, float4(L, 0)).xyz;//转换光源到模型坐标系
			//N = mul(unity_ObjectToWorld, float4(N, 0)).xyz;//转换顶点法线到世界坐标系
			/*非等比缩放情况下法向量的世界坐标会有误
			需要修改
			*/
			N = mul( float4(N, 0), unity_WorldToObject).xyz;//转换顶点法线到世界坐标系
		    N = normalize(N);
			float dot1 = saturate(dot(N, L));//控制点积在0-1
			//1、设置平行光
			o.color = _LightColor0 * dot1;
			//o.color.rgb = ShadeVertexLights(v.vertex, v.normal); //光照模型为Vertex
			float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
			//2、设置点光源
			o.color.rgb = o.color.rgb+ Shade4PointLights(unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
				unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
				unity_4LightAtten0, wpos, N);
			return o;
		}
		fixed4 frag(v2f IN) :COLOR{
			//加入环境光
			return IN.color+UNITY_LIGHTMODEL_AMBIENT;

		}
		ENDCG
		}
	}
}


效果图:
在这里插入图片描述
7、实现镜面反射

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Custom/specular"
{
	properties{
		_sp("Specular",color) = (1,1,1,1)
		_shiness("Shiness",range(1,64)) = 8
	}

	SubShader
	{
		pass {
		tags{"LightMode" = "ForwardBase"}//光照模型
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"
		#include "lighting.cginc"
		float4 _sp;
		fixed _shiness;
		struct v2f
		{
		   float4 pos:POSITION;
		   fixed4 color : COLOR;
		};
		v2f vert(appdata_base v) {
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			//o.color = fixed4(0,0,1,1);
			float3 N = normalize(v.normal);//法线归一化
			float3 L = _WorldSpaceLightPos0;//光源位置
			//以下两种方法选1即可
			//L = mul(unity_WorldToObject, float4(L, 0)).xyz;//转换光源到模型坐标系
			//N = mul(unity_ObjectToWorld, float4(N, 0)).xyz;//转换顶点法线到世界坐标系
			/*非等比缩放情况下法向量的世界坐标会有误
			需要修改
			*/
			N = mul( float4(N, 0), unity_WorldToObject).xyz;//转换顶点法线到世界坐标系
		    N = normalize(N);

			//diffuse color
			float dot1 = saturate(dot(N, L));//控制点积在0-1
			o.color = _LightColor0 * dot1;
			//o.color.rgb = ShadeVertexLights(v.vertex, v.normal); //Vertex

			//specular color
			float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
			float3 I = -WorldSpaceLightDir(v.vertex);
			float3 R = reflect(I, N);
			float3 V = WorldSpaceViewDir(v.vertex);//顶点到相机的向量
			R = normalize(R);
			V = normalize(V);
			float specularscale = pow(saturate(dot(R, V)), _shiness);
			o.color.rgb += _sp * specularscale;
			//float3 I = wpos - _WorldSpaceLightPos0;

			return o;
		}
		fixed4 frag(v2f IN) :COLOR{
			//加入环境光
			return IN.color+UNITY_LIGHTMODEL_AMBIENT;

		}
		ENDCG
		}
	}
}

在这里插入图片描述

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