Unity&Shader案例篇—绘制雨滴

原文http://www.manew.com/thread-97668-1-1.html

一、前言

先上效果图,本文不只是简单的绘制雨滴,同时处理了摄像机不同朝向看到的雨滴下落的方向也不一样。
这里写图片描述

二、方法

1、绘制雨线:绘制雨使用的是C#脚本绘制的,脚本为:

using UnityEngine;
using System.Collections;

public class Debris : MonoBehaviour
{
    const int POINT_MAX = 4096;
    private Vector3[] vertices_;
    private int[] indices_;
    private Color[] colors_;
    private Vector2[] uvs_;
    private float range_;
    private float rangeR_;
    private float move_ = 0f;
    private Matrix4x4 prev_view_matrix_;

    void Start ()
    {
        range_ = 32f;
        rangeR_ = 1.0f/range_;
        vertices_ = new Vector3[POINT_MAX*3];
        //先制作随机的点
        for (var i = 0; i < POINT_MAX; ++i) {
            float x = Random.Range (-range_, range_);
            float y = Random.Range (-range_, range_);
            float z = Random.Range (-range_, range_);
            var point = new Vector3(x, y, z);
            vertices_ [i*3+0] = point;
            vertices_ [i*3+1] = point;
            vertices_ [i*3+2] = point;
        }
        indices_ = new int[POINT_MAX*3];
        for (var i = 0; i < POINT_MAX*3; ++i) {
            indices_ [i] = i;
        }
        colors_ = new Color[POINT_MAX*3];

        for (var i = 0; i < POINT_MAX; ++i) {
            //线的间隔之间有透明部分,使得看起来不是完整的连线
            colors_ [i*3+0] = new Color (1f, 1f, 1f, 0f);
            colors_ [i*3+1] = new Color (1f, 1f, 1f, 1f);
            colors_ [i*3+2] = new Color (1f, 1f, 1f, 0f);
        }
        uvs_ = new Vector2[POINT_MAX*3];
        //将随机的点进行连线
        for (var i = 0; i < POINT_MAX; ++i) {
            //使得线保持弯折
            uvs_ [i*3+0] = new Vector2 (1f, 0f);
            uvs_ [i*3+1] = new Vector2 (1f, 0f);
            uvs_ [i*3+2] = new Vector2 (0f, 1f);
        }
        Mesh mesh = new Mesh ();
        mesh.name = "debris";
        mesh.vertices = vertices_;
        mesh.colors = colors_;
        mesh.uv = uvs_;
        mesh.bounds = new Bounds(Vector3.zero, Vector3.one * 99999999);
        var mf = GetComponent<MeshFilter> ();
        mf.sharedMesh = mesh;
        mf.mesh.SetIndices (indices_, MeshTopology.Lines, 0);
        prev_view_matrix_ = Camera.main.worldToCameraMatrix;
    }

    // Update is called once per frame
    void Update ()
    {
        var target_position = Camera.main.transform.TransformPoint(Vector3.forward * range_);
        var matrix = prev_view_matrix_ * Camera.main.cameraToWorldMatrix; // prev-view * inverted-cur-view
        var mr = GetComponent<Renderer> ();
        const float raindrop_speed = -1f;
        mr.material.SetFloat ("_Range", range_);
        mr.material.SetFloat ("_RangeR", rangeR_);
        mr.material.SetFloat ("_MoveTotal", move_);
        mr.material.SetFloat ("_Move", raindrop_speed);
        mr.material.SetVector ("_TargetPosition", target_position);
        mr.material.SetMatrix ("_PrevInvMatrix", matrix);
        move_ += raindrop_speed;
        move_ = Mathf.Repeat(move_, range_ * 2f);
        prev_view_matrix_ = Camera.main.worldToCameraMatrix;
    }
}

在Start()方法中先绘制随机的点,然后再将点进行弯折连接,并保证连接的两条线间隔透明,如图所示
这里写图片描述
后在Update()函数里更新着色器的渲染状态。通过计算实际雨线轨迹的着色,并始终保持雨线出现在镜头前面。
2、渲染:渲染的Shader脚本为

Shader "Custom/debris" {
    SubShader {
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha // alpha blending
//      Blend SrcAlpha One              // alpha additive

        Pass {
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #pragma target 3.0


            #include "UnityCG.cginc"

            struct appdata_custom {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos:SV_POSITION;
                fixed4 color:COLOR;
            };

            float4x4 _PrevInvMatrix;
            float3   _TargetPosition;
            float    _Range;//雨滴的范围
            float    _RangeR;//_Range的倒数
            float    _MoveTotal;//整体雨滴的移动位移
            float    _Move;//每一帧的整体雨滴的移动位移

            v2f vert(appdata_custom v)
            {
                v.vertex.y += _MoveTotal;
                float3 target = _TargetPosition;
                float3 trip;
                trip = floor( ((target - v.vertex.xyz)*_RangeR + 1) * 0.5 );
                trip *= (_Range * 2);
                v.vertex.xyz += trip;

                float4 tv0 = v.vertex * v.texcoord.x;
                tv0 = mul (UNITY_MATRIX_MVP, tv0);

                v.vertex.y -= _Move;
                float4 tv1 = v.vertex * v.texcoord.y;
                tv1 = mul (UNITY_MATRIX_MV, tv1);
                tv1 = mul (_PrevInvMatrix, tv1);
                tv1 = mul (UNITY_MATRIX_P, tv1);

                v2f o;
                o.pos = tv0 + tv1;
                float depth = o.pos.z * 0.02;
                float normalized_depth = (1 - depth);
                o.color = v.color;
                o.color.a *= (normalized_depth);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                return i.color;
            }

            ENDCG
        }
    }
}

3、最后:创建一个新的空物体,给空物体一个MeshRender组件。最后,将上面的C#脚本和附有上面的Shader的材质球赋给这个物体。


好了,感谢原作者的分享。

每天进步一点点!!!

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