自由旋转天空盒-- Rotate skybox XYZ

最近写独立游戏,需要旋转天空盒。有两种办法:

方法A,通过shader传参数,旋转天空盒。

方法B,多相机,分层渲染。专门一个相机去渲染天空盒,然后旋转相机。

这里先讲方法1。方法2在URP下,最好是用相机堆栈(Camera Stack)处理,具体就不讲了。

步骤1:  更改原始的skybox shader

更改默认的天空盒shader,去官网下载对应的内置shader,然后更改如下(我做了标记,如果实在不清楚改哪行,可以用对比工具对比一下):

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "CCG/SkyBox_6_Sided" {
Properties {
    _Tint ("Tint Color", Color) = (.5, .5, .5, .5)
    [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
    _Rotation ("Rotation", Range(0, 360)) = 0
    _RotationAxis("Rotation axis", Vector) = (0, 1, 0)     // 新增一个属性, 可以设置绕哪个轴旋转
    [NoScaleOffset] _FrontTex ("Front [+Z]   (HDR)", 2D) = "grey" {}
    [NoScaleOffset] _BackTex ("Back [-Z]   (HDR)", 2D) = "grey" {}
    [NoScaleOffset] _LeftTex ("Left [+X]   (HDR)", 2D) = "grey" {}
    [NoScaleOffset] _RightTex ("Right [-X]   (HDR)", 2D) = "grey" {}
    [NoScaleOffset] _UpTex ("Up [+Y]   (HDR)", 2D) = "grey" {}
    [NoScaleOffset] _DownTex ("Down [-Y]   (HDR)", 2D) = "grey" {}
}

SubShader {
    Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
    Cull Off ZWrite Off

    CGINCLUDE
    #include "UnityCG.cginc"

    half4 _Tint;
    half _Exposure;
    float _Rotation;
    float3 _RotationAxis;

    float3 RotateAroundYInDegrees (float3 vertex, float degrees)
    {
        float alpha = degrees * UNITY_PI / 180.0;
        float sina, cosa;
        sincos(alpha, sina, cosa);
        float2x2 m = float2x2(cosa, -sina, sina, cosa);
        return float3(mul(m, vertex.xz), vertex.y).xzy;
    }

    // 计算函数 
    float4x4 rotationMatrix(float3 axis, float angle)
    {
        axis = normalize(axis);
        float s = sin(angle);
        float c = cos(angle);
        float oc = 1.0 - c;
         
        return float4x4(oc * axis.x * axis.x + c,           
                oc * axis.x * axis.y - axis.z * s,  
                oc * axis.z * axis.x + axis.y * s,  
                0.0,
                oc * axis.x * axis.y + axis.z * s,  
                oc * axis.y * axis.y + c,           
                oc * axis.y * axis.z - axis.x * s,  
                0.0,
                oc * axis.z * axis.x - axis.y * s,  
                oc * axis.y * axis.z + axis.x * s,  
                oc * axis.z * axis.z + c,           
                0.0,
                0.0,  0.0,  0.0, 1.0);
    }

    struct appdata_t {
        float4 vertex : POSITION;
        float2 texcoord : TEXCOORD0;
        UNITY_VERTEX_INPUT_INSTANCE_ID
    };
    struct v2f {
        float4 vertex : SV_POSITION;
        float2 texcoord : TEXCOORD0;
        UNITY_VERTEX_OUTPUT_STEREO
    };
    v2f vert (appdata_t v)
    {
        v2f o;
        UNITY_SETUP_INSTANCE_ID(v);
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
        //float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
	    // 重新计算rotated
        float3 rotated = mul( rotationMatrix( normalize(_RotationAxis.xyz), _Rotation * UNITY_PI / 180.0), v.vertex).xyz; 
        o.vertex = UnityObjectToClipPos(rotated);
        o.texcoord = v.texcoord;
        return o;
    }
    half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode)
    {
        half4 tex = tex2D (smp, i.texcoord);
        half3 c = DecodeHDR (tex, smpDecode);
        c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
        c *= _Exposure;
        return half4(c, 1);
    }
    ENDCG

    Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        sampler2D _FrontTex;
        half4 _FrontTex_HDR;
        half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
        ENDCG
    }
    Pass{
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        sampler2D _BackTex;
        half4 _BackTex_HDR;
        half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
        ENDCG
    }
    Pass{
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        sampler2D _LeftTex;
        half4 _LeftTex_HDR;
        half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
        ENDCG
    }
    Pass{
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        sampler2D _RightTex;
        half4 _RightTex_HDR;
        half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
        ENDCG
    }
    Pass{
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        sampler2D _UpTex;
        half4 _UpTex_HDR;
        half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
        ENDCG
    }
    Pass{
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        sampler2D _DownTex;
        half4 _DownTex_HDR;
        half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
        ENDCG
    }
}
}

步骤2: 新建一个材质球,用刚写的shader。

并且把天空盒的6张图对应放好。

 步骤3:在灯光设置里,更改天空盒

步骤4: 写脚本,功能是旋转天空盒。

如下,

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


public class RotateSkyBox : MonoBehaviour
{
    // 设置旋转速度
    public float RotateSpeed = 10.2f;
    // 设置绕哪个轴旋转 
    public Vector3 skyAxis = new Vector3(1, 0, 0);

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        // 注意对应是新写的这个shader, 传入轴向
        RenderSettings.skybox.SetVector("_RotationAxis", skyAxis);
        // 设置旋转的数值
        RenderSettings.skybox.SetFloat("_Rotation", Time.time*RotateSpeed);
    }

}

步骤5:脚本挂载到摄像机上,运行

附注:shader代码参考:https://gist.github.com/sergiobd/c786b594d7f5d8826d68f36f3a80f65e

猜你喜欢

转载自blog.csdn.net/chenggong2dm/article/details/123506670
xyz