本文是视频课程《Unity技术美术TA:Shader篇》,算是对自己学习的总结,也希望分享下所学知识~~
帧动画:
通过 Tiling + Offset 实现的
在 Shader 中只需要按照从左上到右下的顺序,依次截取一个个子区域显示
广告牌:
类似 Unity的 Transform 自带 LookAt 函数
始终朝向相机,z方向确定,求其他两个方向
代码如下:
Shader "Custom/TA_URP/Billboard"
{
Properties
{
[Enum(UnityEngine.Rendering.BlendMode)] _SrcFactor ("SrcFactor", int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _DstFactor ("DstFactor", int) = 0
[NoScaleOffset]_MainTex("MainTex", 2D) = "white"{}
// 自定义xy 行列数 z播放速度
_SequenceParam("SequenceParam Count(XY) Speed(Z)", Vector) = (0,0,0,0)
}
SubShader
{
Tags
{
"RenderPipeline"= "UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Transparent"
}
Pass
{
Blend [_SrcFactor] [_DstFactor]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _SequenceParam;
CBUFFER_END
#define smp _Linear_Repeate
SAMPLER(smp);
TEXTURE2D(_MainTex);
Varyings vert(Attributes v)
{
//构建旋转后的基向量在模型空间下的坐标
//把当前物体当做原点,通过世界空间转换到本地空间,就是向量
float3 viewDir = normalize(mul(GetWorldToObjectMatrix(), _WorldSpaceCameraPos));
//假定y为某一方向
float3 upDir = float3(0, 1, 0);
//叉积,左手定则(只有观察空间是右手坐标系)
float3 rightDir = cross(viewDir, upDir);
//算出精确的y方向
upDir = cross(rightDir, viewDir);
// 矩阵方式
// float4x4 M = float4x4(
// rightDir.x, upDir.x, viewDir.x, 0,
// rightDir.y, upDir.y, viewDir.y, 0,
// rightDir.z, upDir.z, viewDir.z, 0,
// 0, 0, 0, 1
// );
// float3 newPositionOS = mul(M, v.positionOS);
// 基向量方式
float3 newPositionOS = rightDir * v.positionOS.x + upDir * v.positionOS.y + viewDir.z * v.positionOS.z;
Varyings o;
o.positionCS = TransformObjectToHClip(newPositionOS);
// UV 起点
o.uv = float2(v.uv.x / _SequenceParam.x,
v.uv.y / _SequenceParam.y + 1 / _SequenceParam.y * (_SequenceParam.y - 1));
float time = _Time.y * _SequenceParam.z;
// UV 根据时间偏移
// 存在比例关系: x 移动 最大列时 y 移动 1列
o.uv.x += (floor(time) % _SequenceParam.x) / _SequenceParam.x;
o.uv.y -= (floor(time / _SequenceParam.x) % _SequenceParam.x) / _SequenceParam.y;
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 texCol = SAMPLE_TEXTURE2D(_MainTex, smp, i.uv);
return texCol;
}
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
}
贴图: