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  • Unity3D教程宝典之Shader篇:第二十六讲ImageEffects_Twirl

    Twirl是一个全屏画面扭曲的效果,新仙剑的战斗切换有用到这个效果。
     
    主要有三个设置:
    center  扭曲的中心点
    radius 扭曲的范围
    angle 扭曲的角度
     
    用到了如下函数
     
    Matrix4x4.TRS(Vector3 pos, Quaternion rotate,Vector3 scale)
    创建一个包括位移,旋转,缩放的矩阵

    Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle),Vector3.one);

    然后通过material的以下函数向shader里传参数

    material.SetMatrix("name",value)   对应Shader里的 float4x4

    material.SetVector("name",value)  对应Shader里的 float4

    float2 MultiplyUV (float4x4 mat, float2 inUV) {

      float4 temp = float4 (inUV.x, inUV.y, 0, 0);

      temp = mul (mat, temp);

      return temp.xy;

    }

    步骤:

    脚本

    (1) 通过Angle得到旋转矩阵

    Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0 , 0 , angle),Vector3.one);

    (2) 将矩阵和 旋转中点 及 半径传入shader.

    Shader

    (1) 将坐标系从左下角的坐标系 转到 以旋转中点为 原点的坐标系

    vert里 o.uv = v.texcoord - _CenterRadius.xy;

    (2) 将旋转坐标系 里的uv乘以 旋转矩阵。

    (3) 将uv除以 半径, 再取长度。长度超过1则为 旋转区域外,小于则在区域内

    (4) 如果在区域外,则为默认offset, 在内则是旋转后的offset
     
    脚本
    using UnityEngine;
    using System.Collections;
    public class TwirlEffectMe : MonoBehaviour {
        public Shader shader;
        private Material mat;
        public Vector2  radius = new Vector2(0.3F,0.3F);
        public float    angle = 50;
        public Vector2  center = new Vector2 (0.5F, 0.5F);
        
        void Start()
        {
            mat = new Material(shader);
        }
    
        void OnRenderImage (RenderTexture source, RenderTexture destination) {
            RenderDistortion (mat, source, destination, angle, center, radius);
        }
    
        public static void RenderDistortion(Material material, RenderTexture source, RenderTexturedestination, float angle, Vector2 center, Vector2 radius)
        {
            Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0 , 0 , angle), Vector3.one);
            material.SetMatrix("_RotationMatrix", rotationMatrix);
            material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y));
            Graphics.Blit(source, destination, material);
        }
    }
    

      

    Shader脚本
    Shader "Custom/TwirlEffectMe" {
        Properties {
            _MainTex ("Base (RGB)", 2D) = "white" {}
        }
        SubShader {
            Pass {
                ZTest Always Cull Off ZWrite Off
                Fog { Mode off }
                
                CGPROGRAM
                
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                uniform sampler2D _MainTex;
                uniform float4 _MainTex_TexelSize;
                uniform float4 _CenterRadius;
                uniform float4x4 _RotationMatrix;
                
                struct v2f {
                    float4 pos : POSITION;
                    float2 uv : TEXCOORD0;
                } ;
                
                v2f vert( appdata_img v )
                {
                    v2f o;
                    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                    o.uv = v.texcoord - _CenterRadius.xy;
                    return o;
                }
                
                float4 frag (v2f i) : COLOR
                {
                    float2 offset = i.uv;
                    float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy);
                    float2 tmp = offset / _CenterRadius.zw;
                    float2 finalUV;
                    float len = length(tmp);
                    // out of twirl
                    if( len >1)
                    {
                        finalUV = offset;
                    }
                    else
                    {
                        finalUV = distortedOffset;
                    }
                    // back to normal uv coordinate
                    finalUV += _CenterRadius.xy;
                    return tex2D(_MainTex, finalUV);
                }
                ENDCG
            }
        }
        Fallback off
    }
    

      

    但是运行后,发现仅仅是简单旋转。需要再加上模糊。

     
    分析一下,发现是由内向外从distortedOffset 渐渐向 正常offset过度的过程
    于是将43行的finalUV = distortedOffset;改为
    finalUV = lerp(distortedOffset, offset, len );
     

    整体代码如下:

    Shader "Custom/TwirlEffectMe" {
        Properties {
            _MainTex ("Base (RGB)", 2D) = "white" {}
        }
        SubShader {
            Pass {
                ZTest Always Cull Off ZWrite Off
                Fog { Mode off }
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                uniform sampler2D _MainTex;
                uniform float4 _MainTex_TexelSize;
                uniform float4 _CenterRadius;
                uniform float4x4 _RotationMatrix;
                
                struct v2f {
                    float4 pos : POSITION;
                    float2 uv : TEXCOORD0;
                } ;
    
                v2f vert( appdata_img v )
                {
                    v2f o;
                    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                    o.uv = v.texcoord - _CenterRadius.xy;
                    return o;
                }
                float4 frag (v2f i) : COLOR
                {
                    float2 offset = i.uv;
                    float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy);
                    float2 tmp = offset / _CenterRadius.zw;
                    float2 finalUV;
                    float len = length(tmp);
                    // out of twirl
                    if( len >1)
                    {
                        finalUV = offset;
                    }
                    else
                    {
                        finalUV = lerp(distortedOffset, offset, len );
                    }
                    // back to normal uv coordinate
                    finalUV += _CenterRadius.xy;
                    return tex2D(_MainTex, finalUV);
                }
                ENDCG
            }
        }
        Fallback off
    }
    

       

    点击运行,效果对了。

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  • 原文地址:https://www.cnblogs.com/zdlbbg/p/4329559.html
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