【Shader】基于高度的雾效

本文介绍了一个Unity中的自定义后处理效果——基于深度纹理的雾效实现。通过使用自定义着色器和脚本,文章详细展示了如何根据视锥体的四个角来计算插值像素向量,并结合深度纹理来确定像素的线性深度值,最终实现精确的雾效渲染。

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using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

    protected void Start() {
        CheckResources();
    }
    // Called when start
    protected void CheckResources() {
        bool isSupported = CheckSupport();

        if (isSupported == false) {
            NotSupported();
        }
    }

    // Called in CheckResources to check support on this platform
    protected bool CheckSupport() {
        if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
            Debug.LogWarning("This platform does not support image effects or render textures.");
            return false;
        }

        return true;
    }

    // Called when the platform doesn't support this effect
    protected void NotSupported() {
        enabled = false;
    }



    // Called when need to create the material used by this effect
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
        if (shader == null) {
            return null;
        }

        if (shader.isSupported && material && material.shader == shader)
            return material;

        if (!shader.isSupported) {
            return null;
        }
        else {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else 
                return null;
        }
    }
}
using UnityEngine;
using System.Collections;

public class FogWithDepthTexture : PostEffectsBase {

    public Shader fogShader;
    private Material fogMaterial = null;

    public Material material {  
        get {
            fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
            return fogMaterial;
        }  
    }

    private Camera myCamera;
    public Camera camera {
        get {
            if (myCamera == null) {
                myCamera = GetComponent<Camera>();
            }
            return myCamera;
        }
    }

    private Transform myCameraTransform;
    public Transform cameraTransform {
        get {
            if (myCameraTransform == null) {
                myCameraTransform = camera.transform;
            }

            return myCameraTransform;
        }
    }

    [Range(0.0f, 3.0f)]
    public float fogDensity = 1.0f;

    public Color fogColor = Color.white;

    public float fogStart = 0.0f;
    public float fogEnd = 2.0f;

    void OnEnable() {
        camera.depthTextureMode |= DepthTextureMode.Depth;
    }

    void OnRenderImage (RenderTexture src, RenderTexture dest) {
        if (material != null) {
            Matrix4x4 frustumCorners = Matrix4x4.identity;

            float fov = camera.fieldOfView;
            float near = camera.nearClipPlane;
            float aspect = camera.aspect;

            float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
            Vector3 toRight = cameraTransform.right * halfHeight * aspect;
            Vector3 toTop = cameraTransform.up * halfHeight;

            Vector3 topLeft = cameraTransform.forward * near + toTop - toRight;
            float scale = topLeft.magnitude / near;

            topLeft.Normalize();
            topLeft *= scale;

            Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
            topRight.Normalize();
            topRight *= scale;

            Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
            bottomLeft.Normalize();
            bottomLeft *= scale;

            Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;
            bottomRight.Normalize();
            bottomRight *= scale;

            frustumCorners.SetRow(0, bottomLeft);
            frustumCorners.SetRow(1, bottomRight);
            frustumCorners.SetRow(2, topRight);
            frustumCorners.SetRow(3, topLeft);

            material.SetMatrix("_FrustumCornersRay", frustumCorners);

            material.SetFloat("_FogDensity", fogDensity);
            material.SetColor("_FogColor", fogColor);
            material.SetFloat("_FogStart", fogStart);
            material.SetFloat("_FogEnd", fogEnd);

            Graphics.Blit (src, dest, material);
        } else {
            Graphics.Blit(src, dest);
        }
    }
}
Shader "Fog With Depth Texture" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _FogDensity ("Fog Density", Float) = 1.0
        _FogColor ("Fog Color", Color) = (1, 1, 1, 1)
        _FogStart ("Fog Start", Float) = 0.0
        _FogEnd ("Fog End", Float) = 1.0
    }
    SubShader {
        CGINCLUDE

        #include "UnityCG.cginc"

        // 脚本传递过来这个参数
        // (0, bottomLeft);
        // (1, bottomRight);
        // (2, topRight);
        // (3, topLeft);
        float4x4 _FrustumCornersRay;

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        sampler2D _CameraDepthTexture;
        half _FogDensity;
        fixed4 _FogColor;
        float _FogStart;
        float _FogEnd;

        struct v2f {
            float4 pos : SV_POSITION;
            half2 uv : TEXCOORD0;
            half2 uv_depth : TEXCOORD1;
            // 保存了插值后的像素向量
            float4 interpolatedRay : TEXCOORD2;
        };

        v2f vert(appdata_img v) {
            v2f o;
            o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

            o.uv = v.texcoord;
            o.uv_depth = v.texcoord;

            // unity左下角0,0 右上角1,1
            //判断是否是directx平台,如果开启了抗锯齿,如果此时使用了渲染到纹理技术
            //那么此时纹理不会翻转,在顶点着色器中加入这样的处理
            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
            o.uv_depth.y = 1 - o.uv_depth.y;
            #endif


            int index = 0;
            if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
                index = 0;
            } else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
                index = 1;
            } else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
                index = 2;
            } else {
                index = 3;
            }

            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
            index = 3 - index;
            #endif

            // 插值后的像素向量
            o.interpolatedRay = _FrustumCornersRay[index];

            return o;
        }


        fixed4 frag(v2f i) : SV_Target {
            // LinearEyeDepth:视角空间下的线性深度值,
            // SAMPLE_DEPTH_TEXTURE:深度纹理采样
            float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));

            // 1.摄像机的世界空间中的位置
            // 2.空间世界下该像素相对于摄像机的偏移量,把他们相加,得到的就是该像素的世界坐标
            float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;

            // 雾的浓度
            float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart); 
            // 限制到0~1之间
            fogDensity = saturate(fogDensity * _FogDensity);

            fixed4 finalColor = tex2D(_MainTex, i.uv);
            // 雾的浓度=0的时候,显示原颜色
            finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);

            return finalColor;
        }

        ENDCG

        Pass {
            ZTest Always Cull Off ZWrite Off

            CGPROGRAM  

            #pragma vertex vert  
            #pragma fragment frag  

            ENDCG  
        }
    } 
    FallBack Off
}
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