获取深度和法线纹理
背后的原理
深度纹理实际上就是一张渲染纹理,只不过它里面存储的像素值不是颜色值,而是一个高精度的深度值。这些深度值来源于顶点变换后的归一化的设备坐标(NDC)。
如何获取
设置摄像机的depthTextureMode来完成,
camera.depthTextureMode = DepthTextureMode.Depth;
设置完相机模式后,我们就可以在Shader中通过声明_CameraDepthTexture来访问它
同理,如果想要获取深度+法线纹理,只需要
camera.depthTextureMode = DepthTextureMode.DepthNormals;
然后在Shader中通过声明_CameraDepthNormalTexture来访问它
我们还可以组合这些模式,让摄像机同时产生深度和深度+法线纹理:
camera.depthTextureMode |= DepthTextureMode.Depth;
camera.depthTextureMode |= DepthTextureMode.DepthNormals;
当在Shader中访问到深度纹理_CameraDepthTexture后,我们就可以使用当前像素的纹理坐标对它进行采样,只需要在Shader中使用:
查看深度和法线纹理
通过FrameDebugger或者直接在Shader中进行颜色的输出显示
再谈运动模糊
使用速度映射图来实现,在速度映射图中存储了每个像素的速度,然后使用这个速度来决定模糊的方向和大小。
速度缓冲的生成方法:
把场景中的所有物体的速度都渲染到一张纹理中,缺点在于需要修改场景中所有物体的Shader代码,使其添加计算速度的代码并输出到一个渲染纹理中。
屏幕后处理代码部分:
定义运动模糊时模糊图像使用的大小blurSize;
由于需要得到摄像机的视角和投影矩阵,需要定义一个Camera类型的变量获取摄像机组件;
定义一个变量来保存上一帧摄像机的视角*投影矩阵;
在OnEnable函数中设置摄像机的状态;
using UnityEngine;
using System.Collections;
public class MotionBlurWithDepthTexture : PostEffectsBase {
public Shader motionBlurShader;
private Material motionBlurMaterial = null;
public Material material {
get {
motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
return motionBlurMaterial;
}
}
private Camera myCamera;
public Camera camera {
get {
if (myCamera == null) {
myCamera = GetComponent<Camera>();
}
return myCamera;
}
}
[Range(0.0f, 1.0f)]
public float blurSize = 0.5f;
private Matrix4x4 previousViewProjectionMatrix;
void OnEnable() {
camera.depthTextureMode |= DepthTextureMode.Depth;
previousViewProjectionMatrix = camera.projectionMatrix * camera.worldToCameraMatrix;
}
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
material.SetFloat("_BlurSize", blurSize);
material.SetMatrix("_PreviousViewProjectionMatrix", previousViewProjectionMatrix);
Matrix4x4 currentViewProjectionMatrix = camera.projectionMatrix * camera.worldToCameraMatrix;
Matrix4x4 currentViewProjectionInverseMatrix = currentViewProjectionMatrix.inverse;
material.SetMatrix("_CurrentViewProjectionInverseMatrix", currentViewProjectionInverseMatrix);
previousViewProjectionMatrix = currentViewProjectionMatrix;
Graphics.Blit (src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
Shader部分:
声明使用的各个属性:_MainTex输入的渲染纹理,_BlurSize模糊图像时使用的参数;
声明代码中使用到的各个变量,_MainTex和BlurSize,_CameraDepthTexture时Unity传递给我们的深度纹理,而_CurrentViewProjectionInverseMatrix和_PreviousViewProjectionMatrix是由脚本传递而来的矩阵。除此之外还声明了_MainTex_TexelSize变量,对应了主纹理的纹素大小;
顶点着色器中,增加了专门对于深度纹理采样的纹理坐标变量,并处理了平台差异导致的图像翻转问题;
在片元着色器中,首先利用深度纹理和当前帧的视角*投影矩阵的逆矩阵求出该像素在世界空间中的坐标。过程开始于对深度纹理的采样,使用内置的SAMPLE_DEPTH_TEXTURE宏和纹理坐标对深度纹理进行采样,得到深度值d。d是NDC下的坐标映射而来的,再将深度值重新映射回NDC,使用原映射的反函数d*2-1即可,得到像素的NDC坐标H。同样,NDC的xy分量可以由像素的纹理坐标映射而来,当得到NDC下的坐标后,就可以使用当前帧的视角*投影矩阵的逆矩阵对其就行变换,并把结果值除以它的w分量来得到世界空间下的坐标worldPos。
在得到世界空间下的坐标后,就可以使用前一帧的视角*投影矩阵对它进行变换,得到前一帧在NDC下的坐标previousPos,然后计算前一帧和当前帧在屏幕空间下的位置差得到该像素的速度velocity。
当得到该像素的速度后,就可以使用这个速度值对它的邻域像素进行采样,相加后取平均值得到一个模糊的效果,采样时使用_BlurSize来控制采样距离。
Shader "Custom/Motion Blur With Depth Texture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BlurSize ("Blur Size", Float) = 1.0
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _CameraDepthTexture;
float4x4 _CurrentViewProjectionInverseMatrix;
float4x4 _PreviousViewProjectionMatrix;
half _BlurSize;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 uv_depth : TEXCOORD1;
};
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
return o;
}
fixed4 frag(v2f i) : SV_Target {
// Get the depth buffer value at this pixel.
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth);
// H is the viewport position at this pixel in the range -1 to 1.
float4 H = float4(i.uv.x * 2 - 1, i.uv.y * 2 - 1, d * 2 - 1, 1);
// Transform by the view-projection inverse.
float4 D = mul(_CurrentViewProjectionInverseMatrix, H);
// Divide by w to get the world position.
float4 worldPos = D / D.w;
// Current viewport position
float4 currentPos = H;
// Use the world position, and transform by the previous view-projection matrix.
float4 previousPos = mul(_PreviousViewProjectionMatrix, worldPos);
// Convert to nonhomogeneous points [-1,1] by dividing by w.
previousPos /= previousPos.w;
// Use this frame's position and last frame's to compute the pixel velocity.
float2 velocity = (currentPos.xy - previousPos.xy)/2.0f;
float2 uv = i.uv;
float4 c = tex2D(_MainTex, uv);
uv += velocity * _BlurSize;
for (int it = 1; it < 3; it++, uv += velocity * _BlurSize) {
float4 currentColor = tex2D(_MainTex, uv);
c += currentColor;
}
c /= 3;
return fixed4(c.rgb, 1.0);
}
ENDCG
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack Off
}
这种运动模糊适用于场景静止,摄像机快速运动的情况。
如果想要对快速移动的物体产生运动模糊的效果,就需要生成更加精确的速度映射图,可以在ImageEffect包中找到更多的运动模糊的实现方法。
全局雾效
重建世界坐标
雾的计算
实现
屏幕后处理脚本部分:
用两个变量存储摄像机的Camera组件和Transform组件:myCamera,myCameraTransform;
定义雾效模拟使用的各个参数:
fogDensity控制雾的浓度;
fogColor控制雾的颜色;
fogStart控制雾效的起始高度;
fogEnd控制雾效的终止高度;
在OnRendererImage函数中,首先计算了近裁剪平面的四个角对应的向量,并把他们存储在一个矩阵类型的变量(frustumCorners)中,把结果和和其他参数传递给材质,并调用Graphic.Blit(src,dest,material)把渲染结果显示在屏幕上。
using UnityEngine;
using System.Collections;
public class FogWithDepthTexture : PostEffectsBase {
public Shader fogShader;
private Material fogMaterial = null;
public Material material {
get {
fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
return fogMaterial;
}
}
private Camera myCamera;
public Camera camera {
get {
if (myCamera == null) {
myCamera = GetComponent<Camera>();
}
return myCamera;
}
}
private Transform myCameraTransform;
public Transform cameraTransform {
get {
if (myCameraTransform == null) {
myCameraTransform = camera.transform;
}
return myCameraTransform;
}
}
[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;
void OnEnable() {
camera.depthTextureMode |= DepthTextureMode.Depth;
}
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fov = camera.fieldOfView;
float near = camera.nearClipPlane;
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 + toTop - toRight;
float scale = topLeft.magnitude / near;
topLeft.Normalize();
topLeft *= scale;
Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
topRight.Normalize();
topRight *= scale;
Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
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.SetFloat("_FogDensity", fogDensity);
material.SetColor("_FogColor", fogColor);
material.SetFloat("_FogStart", fogStart);
material.SetFloat("_FogEnd", fogEnd);
Graphics.Blit (src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
Shader部分:
声明代码中需要使用的各个变量:
_FrustumCornersRay虽然没有在Properties中声明,但仍可由脚本传递给Shader,还声明了深度纹理_CameraDepthTexture,Unity会在背后把得到的深度纹理传递给该值;
定义顶点着色器:在v2结构体中,我们除了定义顶点位置、屏幕图像和深度纹理坐标外,还定义了interpolatedRay变量存储插值后的像素元素。在顶点着色器中,我们对深度纹理的采样坐标进行了平台差异化处理;
在片元着色器中产生雾效:首先重建该像素在世界空间中的位置。为此,首先使用SAMPLE_DEPTH_TEXTURE对深度纹理进行采样,再使用LinerEyeDepth得到视角空间下的线性深度值。之后,与interpolatedRay相乘后再和世界坐标下的摄像机位置相加,即可得到世界空间下的位置;
得到世界坐标后,模拟雾效就变得非常容易,根据材质属性_FogEnd和_FogStart计算当前的像素高度worldPos.y对应的雾效系数fogDensity,在和参数_FogDensity相乘后,利用saturate函数截取到[0 , 1]范围内,作为最后的雾效系数。然后使用该系数将雾的颜色和原始颜色进行混合后返回。
Shader "Custom/Fog With Depth Texture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_FogDensity ("Fog Density", Float) = 1.0
_FogColor ("Fog Color", Color) = (1, 1, 1, 1)
_FogStart ("Fog Start", Float) = 0.0
_FogEnd ("Fog End", 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;
}
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);
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
}
再谈边缘检测
屏幕后处理脚本:
提供了调整边缘线强度edgeOnly,描边颜色edgeColor以及背景颜色backgriundColor的参数,同时添加了控制采样距离sampleDistance,sampleDistance值越大描边越宽,以及对深度和法线进行边缘检测时的灵敏度参数sensitivityDepth,sensitivityNormals,sensitivityDepth和sensitivityNormals将会影响当邻域的深度值或法线值相差多少时,会被认为存在一条边界;
由于需要获取到摄像机的深度和法线纹理,在OnEnable函数中设置摄像机的相应状态;
实现OnRenderImage函数,把各个参数传递给材质,ImageEffectOpaque属性添加上后,那么OnRenderImage函数会在所有的不透明的Pass(即渲染队列小于2500的Pass,内置的Background、Geometry和AlphaTest渲染队列均在此范围内)执行完毕后立即调用此函数,而不对透明物体(渲染队列为Transparent的Pass)产生影响。
using UnityEngine;
using System.Collections;
public class EdgeDetectNormalsAndDepth : PostEffectsBase {
public Shader edgeDetectShader;
private Material edgeDetectMaterial = null;
public Material material {
get {
edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
return edgeDetectMaterial;
}
}
[Range(0.0f, 1.0f)]
public float edgesOnly = 0.0f;
public Color edgeColor = Color.black;
public Color backgroundColor = Color.white;
public float sampleDistance = 1.0f;
public float sensitivityDepth = 1.0f;
public float sensitivityNormals = 1.0f;
void OnEnable() {
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
}
[ImageEffectOpaque]
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
material.SetFloat("_EdgeOnly", edgesOnly);
material.SetColor("_EdgeColor", edgeColor);
material.SetColor("_BackgroundColor", backgroundColor);
material.SetFloat("_SampleDistance", sampleDistance);
material.SetVector("_Sensitivity", new Vector4(sensitivityNormals, sensitivityDepth, 0.0f, 0.0f));
Graphics.Blit(src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
Shader部分:
首先声明各个属性,其中Sensitivity的xy分量分别对应了法线和深度的检测灵敏度,zw分量则没有实际用途;
为了在代码中方位各个属性,需要在CG代码块中声明对应的变量;
在上面的代码中,我们声明了需要获取的深度+法线纹理_CameraDepthNormalsTexture。由于需要对邻域像素进行纹理采样,所以还声明了存储纹素大小的变量_MainTex_TexelSize;
定义顶点着色器:
在v2f结构体中定义了一个维数为5的纹理坐标数组,这个数组的第一个坐标存储了屏幕颜色图像的采样纹理。对深度纹理的采样坐标进行了平台差异化处理,在必要情况下对它的竖直方向进行了翻转。数组中剩余的4个坐标则存储了使用Roberts算子时需要采样的纹理坐标,还使用了_SampleDistance来控制采样的距离;
定义片元着色器:
首先对4个纹理坐标进行深度+法线纹理进行采样,再调用CheckSame函数来分别计算对角线上两个纹理值的插值。CheckSame函数的返回值要么是0,要么是1,返回0时表明这两点之间存在一条边界,反之则返回1;
CheckSame函数中:
首先对输入参数进行处理,得到两个采样点的法线和深度值,值得注意的是这里得到的并不是真正的法线值,而是直接使用了xy分量。这是因为我们两个采样值之间的差异度,而不需要知道它们真正的法线值。然后再把两个采样点的对应值相减并取绝对值,而并不需要知道它们真正的法线值。然后,把两个采样点的对应值相减并取绝对值,再乘以灵敏度参数,把差异值的每个分量相加再和一个阈值比较,如果它们的和小于阈值,则返回1,说明差异不明显,不存在一条边界;否则返回0.最后把法线和深度的检查结果相乘,作为组合后的返回值。
当通过CheckSame函数得到边缘信息后,片元着色器就利用该值进行颜色混合。
Shader "Custom/Edge Detection Normals And Depth" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_EdgeOnly ("Edge Only", Float) = 1.0
_EdgeColor ("Edge Color", Color) = (0, 0, 0, 1)
_BackgroundColor ("Background Color", Color) = (1, 1, 1, 1)
_SampleDistance ("Sample Distance", Float) = 1.0
_Sensitivity ("Sensitivity", Vector) = (1, 1, 1, 1)
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
fixed _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
float _SampleDistance;
half4 _Sensitivity;
sampler2D _CameraDepthNormalsTexture;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance;
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance;
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance;
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance;
return o;
}
half CheckSame(half4 center, half4 sample) {
half2 centerNormal = center.xy;
float centerDepth = DecodeFloatRG(center.zw);
half2 sampleNormal = sample.xy;
float sampleDepth = DecodeFloatRG(sample.zw);
// difference in normals
// do not bother decoding normals - there's no need here
half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
// difference in depth
float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
// scale the required threshold by the distance
int isSameDepth = diffDepth < 0.1 * centerDepth;
// return:
// 1 - if normals and depth are similar enough
// 0 - otherwise
return isSameNormal * isSameDepth ? 1.0 : 0.0;
}
fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target {
half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1]);
half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2]);
half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3]);
half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4]);
half edge = 1.0;
edge *= CheckSame(sample1, sample2);
edge *= CheckSame(sample3, sample4);
fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[0]), edge);
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
}
ENDCG
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRobertsCrossDepthAndNormal
ENDCG
}
}
FallBack Off
}