Unity&Shader案例篇—绘制雨滴

一、前言

转载请注明出处凯尔八阿哥专栏

惯例先上效果图,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。

、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


然后在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。

三、还是附上工程文件吧

喜欢的童鞋可以下来自己慢慢研究,工程里有效果图中的天空盒子可以作为场景搭建的素材。百度网盘下载地址:

点击打开链接



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