【Shader】适合 Android 手机上 GrabPass 方法失效的热扭曲效果

有一个可以用来做火焰的扭曲模仿效果也可以用来做地震波的效果的 Shader,做地震波的效果的方法是先做一个环形的 Mesh,然后将这个 Shader 给 Mesh 材质使用,然后 通过脚本改变 Mesh 的半径从而实现地震波使地形扭曲的效果。在 iOS 上没有问题,可是在某些 Android 机上发现这个效果实现不了,因为在这些 Android 机上 Shader 里的 GrabPass 方法失效了。而 GrabPass 无非就是采集了当前的 Texture 而已,所以用 Camera 的 Render Texture 功能,就可以轻松实现 GrabPass 的功能。

这个 Shader 代码如下:

Shader "HeatDistortion" {
    Properties {
        _NoiseTex ("Noise Texture (RG)", 2D) = "white" {}
        strength("strength", Range(0.1, 0.3)) = 0.2
        transparency("transparency", Range(0.01, 0.1)) = 0.05
    }

    Category {

        Tags { "Queue" = "Transparent+10" }

        SubShader {
            GrabPass { Name "BASE" Tags { "LightMode" = "Always" } }

            Pass {
                Name "BASE"
                Tags { "LightMode" = "Always" }
                Fog { Color (0,0,0,0) }
                Lighting Off
                Cull Off
                ZWrite On
                ZTest LEqual
                Blend SrcAlpha OneMinusSrcAlpha
                AlphaTest Greater 0

                CGPROGRAM

                // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members distortion)
                #pragma exclude_renderers d3d11 xbox360
                // Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct v2f members distortion)
                #pragma exclude_renderers xbox360
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma fragmentoption ARB_fog_exp2
                #include "UnityCG.cginc"

                sampler2D _GrabTexture : register(s0);
                float4 _NoiseTex_ST;
                sampler2D _NoiseTex;
                float strength;
                float transparency;

                struct data {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 texcoord : TEXCOORD0;
                };

                struct v2f {
                    float4 position : POSITION;
                    float4 screenPos : TEXCOORD0;
                    float2 uvmain : TEXCOORD2;
                    float distortion;
                };

                v2f vert(data i){
                    v2f o;
                    o.position = mul(UNITY_MATRIX_MVP, i.vertex); // compute transformed vertex position
                    o.uvmain = TRANSFORM_TEX(i.texcoord, _NoiseTex); // compute the texcoords of the noise
                    //float viewAngle = dot(normalize(mul((float3x3)glstate.matrix.invtrans.modelview[0], i.normal)),
                    // float3(0,0,1));
                    float viewAngle = dot(normalize(ObjSpaceViewDir(i.vertex)),
                    i.normal);
                    o.distortion = viewAngle * viewAngle; // square viewAngle to make the effect fall off stronger
                    float depth = -mul( UNITY_MATRIX_MV, i.vertex ).z; // compute vertex depth
                    o.distortion /= 1+depth; // scale effect with vertex depth
                    o.distortion *= strength; // multiply with user controlled strength
                    o.screenPos = o.position; // pass the position to the pixel shader
                    return o;
                }

                half4 frag( v2f i ) : COLOR { 
                    // compute the texture coordinates
                    float2 screenPos = i.screenPos.xy / i.screenPos.w; // screenpos ranges from -1 to 1
                    screenPos.x = (screenPos.x + 1) * 0.5; // I need 0 to 1
                    screenPos.y = (screenPos.y + 1) * 0.5; // I need 0 to 1

                    if (_ProjectionParams.x < 0)
                        screenPos.y = 1 - screenPos.y;

                    // get two offset values by looking up the noise texture shifted in different directions
                    half4 offsetColor1 = tex2D(_NoiseTex, i.uvmain + _Time.xz);
                    half4 offsetColor2 = tex2D(_NoiseTex, i.uvmain - _Time.yx);

                    // use the r values from the noise texture lookups and combine them for x offset
                    // use the g values from the noise texture lookups and combine them for y offset
                    // use minus one to shift the texture back to the center
                    // scale with distortion amount
                    screenPos.x += ((offsetColor1.r + offsetColor2.r) - 1) * i.distortion;
                    screenPos.y += ((offsetColor1.g + offsetColor2.g) - 1) * i.distortion;

                    half4 col = tex2D( _GrabTexture, screenPos );
                    col.a = i.distortion/transparency;
                    return col;
                }

                ENDCG

            } // end Pass
        } // end SubShader
    } // end Category
}

下面是用 Camera 的 Render Texture 实现 GrabPass 的功能的新 Shader。

Shader "HeatDistortionNew" {

    Properties {
        _MainTex ("Main Texture (RG)", 2D) = "white" {}
        _NoiseTex ("Noise Texture (RG)", 2D) = "white" {}
        strength("strength", Range(0.01, 0.1)) = 0.04
        transparency("transparency", Range(0.01, 0.1)) = 0.01
    }

    Category {
        //Tags { "Queue" = "Transparent+10" }
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque"}

        SubShader {
            // GrabPass {
            // Name "BASE"
            // Tags { "LightMode" = "Always" }
            //}

            Pass {
                Name "BASE"
                Tags { "LightMode" = "Always" }
                Fog { Color (0,0,0,0) }
                Lighting Off
                Cull Off
                ZWrite On
                ZTest LEqual
                Blend SrcAlpha OneMinusSrcAlpha
                AlphaTest Greater 0

                CGPROGRAM

                // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members distortion)
                #pragma exclude_renderers d3d11 xbox360
                // Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct v2f members distortion)
                #pragma exclude_renderers xbox360
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma fragmentoption ARB_fog_exp2
                #include "UnityCG.cginc"

                sampler2D _MainTex : register(s0);
                float4 _NoiseTex_ST;
                sampler2D _NoiseTex;
                float strength;
                float transparency;
                uniform float _BumpAmt;
                float4 _MainTex_TexelSize;

                struct data {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 texcoord : TEXCOORD0;
                };

                struct v2f {
                    float4 position : POSITION;
                    float4 screenPos : TEXCOORD0;
                    float2 uvmain : TEXCOORD2;
                    float distortion;
                };

                v2f vert(data i){
                    v2f o;
                    o.position = mul(UNITY_MATRIX_MVP, i.vertex); // compute transformed vertex position
                    o.uvmain = TRANSFORM_TEX(i.texcoord, _NoiseTex); // compute the texcoords of the noise
                    //float viewAngle = dot(normalize(mul((float3x3)glstate.matrix.invtrans.modelview[0], i.normal)),
                    // float3(0,0,1));
                    float viewAngle = dot(normalize(ObjSpaceViewDir(i.vertex)),
                    i.normal);
                    o.distortion = viewAngle * viewAngle; // square viewAngle to make the effect fall off stronger
                    float depth = -mul( UNITY_MATRIX_MV, i.vertex ).z; // compute vertex depth
                    o.distortion /= 1+depth; // scale effect with vertex depth
                    o.distortion *= strength; // multiply with user controlled strength
                    o.screenPos = o.position; // pass the position to the pixel shader
                    return o;
                }

                half4 frag( v2f i ) : COLOR { 
                    // compute the texture coordinates
                    float2 screenPos = i.screenPos.xy / i.screenPos.w; // screenpos ranges from -1 to 1
                    screenPos.x = (screenPos.x + 1) * 0.5; // I need 0 to 1
                    screenPos.y = (screenPos.y + 1) * 0.5; // I need 0 to 1

                    if (_ProjectionParams.x < 0)
                        screenPos.y = 1 - screenPos.y;

                    // get two offset values by looking up the noise texture shifted in different directions
                    half4 offsetColor1 = tex2D(_NoiseTex, i.uvmain + _Time.xz);
                    half4 offsetColor2 = tex2D(_NoiseTex, i.uvmain - _Time.yx);

                    // use the r values from the noise texture lookups and combine them for x offset
                    // use the g values from the noise texture lookups and combine them for y offset
                    // use minus one to shift the texture back to the center
                    // scale with distortion amount
                    screenPos.x += ((offsetColor1.r + offsetColor2.r) - 1) * i.distortion;
                    screenPos.y += ((offsetColor1.g + offsetColor2.g) - 1) * i.distortion;

                    half4 col = tex2D( _MainTex, screenPos );
                    col.a = i.distortion/transparency;
                    return col;
                }

                ENDCG

            } // end Pass
        } // end SubShader
    } // end Category
}

配合这个新的 Shader 再写一个脚本:

using UnityEngine;
using System.Collections;

public class Heat : MonoBehaviour
{
    // Camera 是相机了,RenderTexture texture 是你要绑上去的
    public Camera camera;
    Material material;
    public RenderTexture texture;

    void Start()
    {
        material = GetComponent().material;
        Instantiate(camera, Camera.mainCamera.transform.position, Camera.mainCamera.transform.rotation);
    }


    void Update()
    {
        material.SetTexture("_MainTex", texture);
    }

}
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