全局雾效2

       最近我总是在想,人到底怎么活才有意义,每到周末同学总是出去玩,而自己总是孤独一人,可能这就是宅吧,看到别人活得那么光彩,不免羡慕的同时又恨自己不够强大,或许就是忍受不了这条路上一个人孤独着,今天听到父母出了点意外,而此时我却还在打着游戏,想想父母在外面忙死忙活,而我还在迷茫,不免有点感觉自己不负责任,作为家里唯一的男丁,如果我还在害怕承担责任,还在迷茫的话,恐怕谁也救不了我,除了我自己。为什么我们总是不珍惜身边的人,而直到一个月才见一次、或者一年才见一次甚至到再也不见的那一刻才会想念。

       好吧,继续在这座孤岛上继续前进。

       前面我们学习了屏幕后处理来实现雾效效果,但是我们实现的基于高度且在同一高度雾效是均匀的,现在我们来实现一种不均匀的,飘动的效果。

       我们先创建一个C#脚本:

using UnityEngine;
using System.Collections;

public class FogWithNoise : 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(0.1f, 3.0f)]
	public float fogDensity = 1.0f;

	public Color fogColor = Color.white;

	public float fogStart = 0.0f;
	public float fogEnd = 2.0f;

	public Texture noiseTexture;

	[Range(-0.5f, 0.5f)]
	public float fogXSpeed = 0.1f;

	[Range(-0.5f, 0.5f)]
	public float fogYSpeed = 0.1f;

	[Range(0.0f, 3.0f)]
	public float noiseAmount = 1.0f;

	void OnEnable() {
		GetComponent<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);

			material.SetTexture("_NoiseTex", noiseTexture);
			material.SetFloat("_FogXSpeed", fogXSpeed);
			material.SetFloat("_FogYSpeed", fogYSpeed);
			material.SetFloat("_NoiseAmount", noiseAmount);

			Graphics.Blit (src, dest, material);
		} else {
			Graphics.Blit(src, dest);
		}
	}
}
这里有些跟前面一样,在此就不赘述了,我们要知道fogXSpeed和fogYSpeed分别对应了噪声纹理的X和Y方向的位移,用来描述雾的飘动效果。

然后实现shader效果:

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
		_NoiseTex ("Noise Texture", 2D) = "white" {}
		_FogXSpeed ("Fog Horizontal Speed", Float) = 0.1
		_FogYSpeed ("Fog Vertical Speed", Float) = 0.1
		_NoiseAmount ("Noise Amount", Float) = 1
	}
	SubShader {
		CGINCLUDE
		
		#include "UnityCG.cginc"
		
		float4x4 _FrustumCornersRay;
		
		sampler2D _MainTex;
		half4 _MainTex_TexelSize;
		sampler2D _CameraDepthTexture;
		half _FogDensity;
		fixed4 _FogColor;
		float _FogStart;
		float _FogEnd;
		sampler2D _NoiseTex;
		half _FogXSpeed;
		half _FogYSpeed;
		half _NoiseAmount;
		
		struct v2f {
			float4 pos : SV_POSITION;
			float2 uv : TEXCOORD0;
			float2 uv_depth : TEXCOORD1;
			float4 interpolatedRay : TEXCOORD2;
		};
		
		v2f vert(appdata_img v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, 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;
		}
		

shader里面定义了各个变量,最重要的是顶点着色器中我们处理了不同平台不同的效果,主要是为了防止抗锯齿化的DirectX的坐标原点在左上方。


fixed4 frag(v2f i) : SV_Target {
			float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE
(_CameraDepthTexture, i.uv_depth));
			float3 worldPos = _WorldSpaceCameraPos + linearDepth *
 i.interpolatedRay.xyz;
			
			float2 speed = _Time.y * float2(_FogXSpeed, _FogYSpeed);
			float noise = (tex2D(_NoiseTex, i.uv + speed).r - 0.5) * 
_NoiseAmount;
					
			float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart); 
			fogDensity = saturate(fogDensity * _FogDensity * (1 + noise));
			
			fixed4 finalColor = tex2D(_MainTex, i.uv);
			finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);
			
			return finalColor;
		}
		
		ENDCG
		
		Pass {          	
			CGPROGRAM  
			
			#pragma vertex vert  
			#pragma fragment frag  
			  
			ENDCG
		}
	} 
	FallBack Off
}

这里我们根据深度纹理来重建该像素在世界空间中的位置,,然后计算出噪音纹理的偏移量,我们通过对噪音纹理采样然后减去0.5乘_NoiseAmountde 得到噪声值。

最后实现的效果就是:



        

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