Unity 全局雾效Shader:基于摄像机距离的雾效渲染

写在前面的话:
这个雾效大部分代码源自 冯乐乐的书籍:Unity shader 入门精要。
在书中的示例代码中,主要基于了屏幕高度,而对屏幕进行雾效的渲染。我将其中的部分shader代码修改后,实现了基于摄像机距离的雾效渲染。

先解释雾效shader代码的原理:
雾效的实现是基于屏幕后处理,即在摄像机上挂一个脚本,这个脚本中执行OnRenderImage函数,对摄像机所渲染得到的最终图像进行处理,进而表现出屏幕上有雾的效果。
而雾效shader中的处理方式是:先计算出屏幕上每一个像素基于摄像机的线性深度值,然后再通过插值的方式,根据摄像机在世界空间下的实际坐标,大致计算出屏幕上每一个像素的世界坐标。最后再根据像素的坐标,让它和雾的颜色进行一定程度的混合,例如像素越近显示得越清晰,而像素越远则雾的颜色越浓。

以下代码,c#脚本需要挂在场景中的主摄像机上,然后把shader文件拖到脚本对应的变量上就可以看最终效果,代码如下:

c#脚本 :

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

public class FogWithDepthTexture : MonoBehaviour{

    public Shader fogShader;
    private Material fogMaterial = null;
    public Material material
    {
        get
        {
            //fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
            if (fogShader == null)
            {
                return null;
            }

            if (fogShader.isSupported && fogMaterial && fogMaterial.shader == fogShader)
                return fogMaterial;

            if (!fogShader.isSupported)
            {
                return null;
            }
            else
            {
                fogMaterial = new Material(fogShader);
                fogMaterial.hideFlags = HideFlags.DontSave;
                if (fogMaterial)
                    return fogMaterial;
                else
                    return null;
            }
            //return fogMaterial;
        }
    }

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

            }
            return myCamera;
        }
    }

    public Transform cameraTransform
    {
        get
        {
            return camera.transform;
        }
    }


    [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;


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

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if(material != null)
        {
            Matrix4x4 frustumCorners = Matrix4x4.identity;

            float fov = camera.fieldOfView;
            float near = camera.nearClipPlane;
            float far = camera.farClipPlane;
            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 - toRight + toTop;
            float scale = topLeft.magnitude / near;

            topLeft.Normalize();
            topLeft *= scale;

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

            Vector3 bottomLeft = cameraTransform.forward * near - toRight - toTop;
            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.SetMatrix("_ViewProjectionInverseMatrix", (camera.projectionMatrix * camera.worldToCameraMatrix).inverse);

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

            Graphics.Blit(source, destination, material);

        }
        else
        {
            Graphics.Blit(source, destination);
        }
    }

}

以下是shader代码:


Shader "Unlit/FogWithDepthTexture"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _FogDensity("FogDensity",Float) = 1.0
        _FogColor("FogColor",Color) = (1,1,1,1)
        _FogStart("FogStart",Float) = 0.0
        _FogEnd("FogEnd",Float) = 1.0
    }
    SubShader
    {

        CGINCLUDE


            #include "UnityCG.cginc"

            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;
                float4 interpolatedRay : TEXCOORD2;
            };

            v2f vert(appdata_img v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

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

                #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

                o.interpolatedRay = _FrustumCornersRay[index];

                return o;
            }

            float GetFogRatioByDistance(float3 worldPos)
            {
                float f = 1 - (_FogEnd - abs(worldPos.z - _WorldSpaceCameraPos.z))/(_FogEnd - _FogStart);
                return f;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth));

                float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;

                //float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);    //若想基于屏幕高度来进行雾的渲染,可以使用这行代码,并屏蔽下面一行的代码
                float fogDensity = GetFogRatioByDistance(worldPos);
                fogDensity = saturate(fogDensity * _FogDensity);

                fixed4 finalColor = tex2D(_MainTex,i.uv);
                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
}

其中,调整FogStart 和 FogEnd变量,可以调整雾显示的远近和范围。

另外,目前使用的雾效是线性的雾效,也可以使用指数算法来实现雾效,效果可能会更真实一些。具体实现可以参考开头作者的书中的内容,或者搜索相关内容。

如果以上代码不能运行或者报错,可以在博客下面留言,至少在我机器上可以正常使用;
有任何问题也可以相互交流。

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转载自blog.csdn.net/q568360447/article/details/78804725