Unity Shader总结(十一)——纹理动画

序列帧动画

勾选纹理的Alpha is Transparency属性,并设置水平和竖直方向的数目,赋给创建的Quad

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 11/Image Sequence Animation" {
    
    
	Properties {
    
    
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		//包含所有关键帧图像的纹理
		_MainTex ("Image Sequence", 2D) = "white" {
    
    }
		//水平和竖直方向关键帧图像的个数
    	_HorizontalAmount ("Horizontal Amount", Float) = 4
    	_VerticalAmount ("Vertical Amount", Float) = 4
		//播放速度
    	_Speed ("Speed", Range(1, 100)) = 30
	}
	SubShader {
    
    
		//序列帧图像通常是透明纹理
		Tags {
    
    "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		
		Pass {
    
    
			Tags {
    
     "LightMode"="ForwardBase" }
			
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			
			CGPROGRAM
			
			#pragma vertex vert  
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _HorizontalAmount;
			float _VerticalAmount;
			float _Speed;
			  
			struct a2v {
    
      
			    float4 vertex : POSITION; 
			    float2 texcoord : TEXCOORD0;
			};  
			
			struct v2f {
    
      
			    float4 pos : SV_POSITION;
			    float2 uv : TEXCOORD0;
			};  
			
			v2f vert (a2v v) {
    
      
				v2f o;  
				o.pos = UnityObjectToClipPos(v.vertex);  
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);  
				return o;
			}  
			
			fixed4 frag (v2f i) : SV_Target {
    
    
				//floor 对结果取整,得到模拟时间
				float time = floor(_Time.y * _Speed);  
				//商作为行,余数作为列
				float row = floor(time / _HorizontalAmount);
				float column = time - row * _HorizontalAmount;
				
//				half2 uv = float2(i.uv.x /_HorizontalAmount, i.uv.y / _VerticalAmount);
//				uv.x += column / _HorizontalAmount;
//				uv.y -= row / _VerticalAmount;
				//计算子图像的纹理坐标范围
				half2 uv = i.uv + half2(column, -row);
				uv.x /=  _HorizontalAmount;
				uv.y /= _VerticalAmount;
				
				fixed4 c = tex2D(_MainTex, uv);
				c.rgb *= _Color;
				
				return c;
			}
			
			ENDCG
		}  
	}
	FallBack "Transparent/VertexLit"
}

背景滚动

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 11/Scrolling Background" {
    
    
	Properties {
    
    
		//第一层较远的背景
		_MainTex ("Base Layer (RGB)", 2D) = "white" {
    
    }
		//第二层较近的背景
		_DetailTex ("2nd Layer (RGB)", 2D) = "white" {
    
    }
		//滚动速度
		_ScrollX ("Base layer Scroll Speed", Float) = 1.0
		_Scroll2X ("2nd layer Scroll Speed", Float) = 1.0
		//控制纹理的整体亮度
		_Multiplier ("Layer Multiplier", Float) = 1
	}
	SubShader {
    
    
		Tags {
    
     "RenderType"="Opaque" "Queue"="Geometry"}
		
		Pass {
    
     
			Tags {
    
     "LightMode"="ForwardBase" }
			
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			sampler2D _MainTex;
			sampler2D _DetailTex;
			float4 _MainTex_ST;
			float4 _DetailTex_ST;
			float _ScrollX;
			float _Scroll2X;
			float _Multiplier;
			
			struct a2v {
    
    
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
    
    
				float4 pos : SV_POSITION;
				float4 uv : TEXCOORD0;
			};
			
			v2f vert (a2v v) {
    
    
				v2f o;
		
				o.pos = UnityObjectToClipPos(v.vertex);
				//先得到初始纹理坐标再加上偏移
				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);
				o.uv.zw = TRANSFORM_TEX(v.texcoord, _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);
				//使用第二层的透明通道混合
				fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a);
				c.rgb *= _Multiplier;
				
				return c;
			}
			
			ENDCG
		}
	}
	FallBack "VertexLit"
}

顶点动画

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 11/Water" {
    
    
	Properties {
    
    
		_MainTex ("Main Tex", 2D) = "white" {
    
    }
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		//水流波动幅度
		_Magnitude ("Distortion Magnitude", Float) = 1
		//控制波动频率
 		_Frequency ("Distortion Frequency", Float) = 1
		//控制波长的倒数,_InvWaveLength越大,波长越小
 		_InvWaveLength ("Distortion Inverse Wave Length", Float) = 10
 		_Speed ("Speed", Float) = 0.5
	}
	SubShader {
    
    
		// Need to disable batching because of the vertex animation
		//DisableBatching取消批处理,因为批处理会合并所有相关的模型,这些模型各自的模型空间就会丢失,而这里的顶点动画需要在模型空间下进行偏移
		Tags {
    
    "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}
		
		Pass {
    
    
			Tags {
    
     "LightMode"="ForwardBase" }
			
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			//让水流的每个面都能显示
			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;
				
				float4 offset;
				//只对x进行偏移
				offset.yzw = float3(0.0, 0.0, 0.0);
				//_Frequency * _Time.y控制频率,_InvWaveLength控制波长,让不同位置具有不同位移
				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
				o.pos = UnityObjectToClipPos(v.vertex + offset);
				
				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
		}
	}
	FallBack "Transparent/VertexLit"
}

广告牌

表面法线或者指向上的方向固定,假设表面法线固定,可以先根据初始的表面法线和up计算right,right=up*normal,然后算up,up=normal * right;

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 11/Billboard" {
    
    
	Properties {
    
    
		//透明纹理
		_MainTex ("Main Tex", 2D) = "white" {
    
    }
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		//调整up和normal谁固定
		_VerticalBillboarding ("Vertical Restraints", Range(0, 1)) = 1 
	}
	SubShader {
    
    
		// Need to disable batching because of the vertex animation
		//需要使用模型空间位置作为锚点计算,取消批处理
		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 "Lighting.cginc"
			
			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
			fixed _VerticalBillboarding;
			
			struct a2v {
    
    
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
    
    
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
			};
			
			v2f vert (a2v v) {
    
    
				v2f o;
				
				// Suppose the center in object space is fixed
				float3 center = float3(0, 0, 0);
				float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos, 1));
				
				float3 normalDir = viewer - center;
				// If _VerticalBillboarding equals 1, we use the desired view dir as the normal dir
				// Which means the normal dir is fixed
				// Or if _VerticalBillboarding equals 0, the y of normal is 0
				// Which means the up dir is fixed
				normalDir.y =normalDir.y * _VerticalBillboarding;
				normalDir = normalize(normalDir);
				// Get the approximate up dir
				// If normal dir is already towards up, then the up dir is towards front
				float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0);
				float3 rightDir = normalize(cross(upDir, normalDir));
				upDir = normalize(cross(normalDir, rightDir));
				
				// Use the three vectors to rotate the quad
				float3 centerOffs = v.vertex.xyz - center;
				float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;
              
				o.pos = UnityObjectToClipPos(float4(localPos, 1));
				o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target {
    
    
				fixed4 c = tex2D (_MainTex, i.uv);
				c.rgb *= _Color.rgb;
				
				return c;
			}
			
			ENDCG
		}
	} 
	FallBack "Transparent/VertexLit"
}

顶点动画阴影

使用前面的水流

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 11/Vertex Animation With Shadow" {
    
    
	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 {
    
    "DisableBatching"="True"}
		
		Pass {
    
    
			Tags {
    
     "LightMode"="ForwardBase" }
			
			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;
				
				float4 offset;
				offset.yzw = float3(0.0, 0.0, 0.0);
				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
				o.pos = UnityObjectToClipPos(v.vertex + offset);
				
				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
		}
		
		// Pass to render object as a shadow caster
		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 {
    
     
			//定义阴影投射需要的变量
			    V2F_SHADOW_CASTER;
			};
			
			v2f vert(appdata_base v) {
    
    
				v2f o;
				
				float4 offset;
				offset.yzw = float3(0.0, 0.0, 0.0);
				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
				v.vertex = v.vertex + offset;
				
				TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
				
				return o;
			}
			
			fixed4 frag(v2f i) : SV_Target {
    
    
			//完成阴影投射,把结果输出到深度图和阴影投射纹理中
			    SHADOW_CASTER_FRAGMENT(i)
			}
			ENDCG
		}
	}
	FallBack "VertexLit"
}

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转载自blog.csdn.net/memory_MM_forever/article/details/118420078