UnityShader(四)一些用shader实现的动画

1、序列帧动画
序列帧动画相当于是根据时间的变化来取不一样的纹理,就和动画状态机差不多。不过对纹理的处理是在shader里进行的。


Shader "Unity Shaders Book/Chapter 11/Image Sequence Animation" {
	Properties {
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex ("Image Sequence", 2D) = "white" {}
    	_HorizontalAmount ("Horizontal Amount", Float) = 4//水平方向关键帧图像个数
    	_VerticalAmount ("Vertical Amount", Float) = 4
    	_Speed ("Speed", Range(1, 100)) = 30//帧动画速率
	}
	SubShader {
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}//序列帧图像一般是透明的,按透明的方式渲染
		
		Pass {
			Tags { "LightMode"="ForwardBase" }
			
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			
			CGPROGRAM
			
			#pragma vertex vert  
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _HorizontalAmount;
			float _VerticalAmount;
			float _Speed;
			  
			struct a2v {  
			    float4 vertex : POSITION; 
			    float2 texcoord : TEXCOORD0;
			};  
			
			struct v2f {  
			    float4 pos : SV_POSITION;
			    float2 uv : TEXCOORD0;
			};  
			
			v2f vert (a2v v) {  
				v2f o;  
				o.pos = UnityObjectToClipPos(v.vertex);  
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);  
				return o;
			}  
			
			fixed4 frag (v2f i) : SV_Target {
				float time = floor(_Time.y * _Speed);  //Unity内置时间,_Time.y表示程序运行到现在经过的时间,floor是向下取整
				float row = floor(time / _HorizontalAmount);//除法得到行索引
				float column = time - row * _HorizontalAmount;//除法余数得到列索引
				
//				half2 uv = float2(i.uv.x /_HorizontalAmount, i.uv.y / _VerticalAmount);
//				uv.x += column / _HorizontalAmount;
//				uv.y -= row / _VerticalAmount;

				//将原本的uv坐标映射到序列帧纹理的uv坐标
				half2 uv = i.uv + half2(column, -row);
				uv.x /=  _HorizontalAmount;
				uv.y /= _VerticalAmount;
				
				fixed4 c = tex2D(_MainTex, uv);
				c.rgb *= _Color;
				
				return c;
			}
			
			ENDCG
		}  
	}
	FallBack "Transparent/VertexLit"
}

2、纹理动画
纹理动画是将纹理的uv坐标进行不断变化得到的效果。一般用于滚动背景等。


Shader "Unity Shaders Book/Chapter 11/Scrolling Background" {
	Properties {
		_MainTex ("Base Layer (RGB)", 2D) = "white" {}//纹理1(第一层)
		_DetailTex ("2nd Layer (RGB)", 2D) = "white" {}//纹理2(第二层)
		_ScrollX ("Base layer Scroll Speed", Float) = 1.0//纹理1滚动速度
		_Scroll2X ("2nd layer Scroll Speed", Float) = 1.0//纹理2滚动速度
		_Multiplier ("Layer Multiplier", Float) = 1//颜色系数
	}
	SubShader {
		Tags { "RenderType"="Opaque" "Queue"="Geometry"}
		
		Pass { 
			Tags { "LightMode"="ForwardBase" }
			
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			sampler2D _MainTex;
			sampler2D _DetailTex;
			float4 _MainTex_ST;
			float4 _DetailTex_ST;
			float _ScrollX;
			float _Scroll2X;
			float _Multiplier;
			
			struct a2v {
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
				float4 pos : SV_POSITION;
				float4 uv : TEXCOORD0;
			};
			
			v2f vert (a2v v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				
				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);//frac限制值为0-1(返回小数部分)
				o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y);
				
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target {
				fixed4 firstLayer = tex2D(_MainTex, i.uv.xy);
				fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw);
				
				fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a);//相当于混合两个纹理
				c.rgb *= _Multiplier;
				
				return c;
			}
			
			ENDCG
		}
	}
	FallBack "VertexLit"
}

3、顶点动画
顶点动画顾名思义,是由顶点位置不断移动形成的动画,比如流动的河流等。此处用到了三角函数,流动的河流形状也和正弦波类似。

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 11/Water" {
	Properties {
		_MainTex ("Main Tex", 2D) = "white" {}
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_Magnitude ("Distortion Magnitude", Float) = 1//波动幅度
 		_Frequency ("Distortion Frequency", Float) = 1//波动频率
 		_InvWaveLength ("Distortion Inverse Wave Length", Float) = 10//波长
 		_Speed ("Speed", Float) = 0.5//纹理变换速度
	}
	SubShader {
		// 透明效果
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}//由于需要在物体的模型空间下对顶点位置进行偏移,所以取消批处理
		
		Pass {
			Tags { "LightMode"="ForwardBase" }
			
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			Cull Off//平面mesh如果不关闭剔除会直接不显示
			
			CGPROGRAM  
			#pragma vertex vert 
			#pragma fragment frag
			
			#include "UnityCG.cginc" 
			
			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
			float _Magnitude;
			float _Frequency;
			float _InvWaveLength;
			float _Speed;
			
			struct a2v {
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
			};
			
			v2f vert(a2v v) {
				v2f o;
				
				float4 offset;
				offset.yzw = float3(0.0, 0.0, 0.0);//只对水平方向进行偏移
				//Asin(wx+b),为了让不同位置有不同位移,所以加了y和z的计算
				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
				o.pos = UnityObjectToClipPos(v.vertex + offset);
				
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.uv +=  float2(0.0, _Time.y * _Speed);//这里还进行了纹理动画
				
				return o;
			}
			
			fixed4 frag(v2f i) : SV_Target {
				fixed4 c = tex2D(_MainTex, i.uv);
				c.rgb *= _Color.rgb;
				
				return c;
			} 
			
			ENDCG
		}
	}
	FallBack "Transparent/VertexLit"
}

广告牌技术也是一种顶点动画。广告牌动画是指屏幕中的物体会随着视角的方向而变化(让其始终正面朝向视角)。
核心思想是构建一个旋转矩阵,以变化后的多边形法线向量方向和视角方向平行,指向上的方向成为相对方向,再根据这两个方向求出新的向右的方向(叉乘),以此得到新的变换矩阵。在模型空间中先用这个矩阵变换后再进行MVP转换,从而得到广告牌效果。



Shader "Unity Shaders Book/Chapter 11/Billboard" {
	Properties {
		_MainTex ("Main Tex", 2D) = "white" {}
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_VerticalBillboarding ("Vertical Restraints", Range(0, 1)) = 1 //垂直方向约束
	}
	SubShader {
		// Need to disable batching because of the vertex animation
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}
		
		Pass { 
			Tags { "LightMode"="ForwardBase" }
			
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			Cull Off
		
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "Lighting.cginc"
			
			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
			fixed _VerticalBillboarding;
			
			struct a2v {
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
			};
			
			v2f vert (a2v v) {
				v2f o;
				
				// Suppose the center in object space is fixed
				float3 center = float3(0, 0, 0);//选择模型空间的原点作为锚点
				float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos, 1));//模型空间下视角位置
				
				float3 normalDir = viewer - center;
				// If _VerticalBillboarding equals 1, we use the desired view dir as the normal dir
				// Which means the normal dir is fixed
				// Or if _VerticalBillboarding equals 0, the y of normal is 0
				// Which means the up dir is fixed
				normalDir.y =normalDir.y * _VerticalBillboarding;//当约束为1时,法线方向即为视角方向
				normalDir = normalize(normalDir);
				// Get the approximate up dir
				// If normal dir is already towards up, then the up dir is towards front
				float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0);
				float3 rightDir = normalize(cross(upDir, normalDir));//由视角方向和向上方向求出指向右的方向(相对于视角方向)
				upDir = normalize(cross(normalDir, rightDir));//再由视角方向和右方向求出目标方向的向上方向
				
				// Use the three vectors to rotate the quad
				float3 centerOffs = v.vertex.xyz - center;//原始位置相对于锚点的偏移量
				float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;//现在的位置
              
				o.pos = UnityObjectToClipPos(float4(localPos, 1));
				o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target {
				fixed4 c = tex2D (_MainTex, i.uv);
				c.rgb *= _Color.rgb;
				
				return c;
			}
			
			ENDCG
		}
	} 
	FallBack "Transparent/VertexLit"
}

4.带阴影的顶点动画
由于Unity内置的ShadowCaster Pass是没有进行顶点相关的动画计算的,所以我们需要自定义ShadowCaster Pass才能得到正确的阴影,不然阴影会是没有动画的状态。



Shader "Unity Shaders Book/Chapter 11/Vertex Animation With Shadow" {
	Properties {
		_MainTex ("Main Tex", 2D) = "white" {}
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_Magnitude ("Distortion Magnitude", Float) = 1
 		_Frequency ("Distortion Frequency", Float) = 1
 		_InvWaveLength ("Distortion Inverse Wave Length", Float) = 10
 		_Speed ("Speed", Float) = 0.5
	}
	SubShader {
		// Need to disable batching because of the vertex animation
		Tags {"DisableBatching"="True"}
		
		Pass {
			Tags { "LightMode"="ForwardBase" }
			
			Cull Off
			
			CGPROGRAM  
			#pragma vertex vert 
			#pragma fragment frag
			
			#include "UnityCG.cginc" 
			
			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
			float _Magnitude;
			float _Frequency;
			float _InvWaveLength;
			float _Speed;
			
			struct a2v {
			    float4 vertex : POSITION;
			    float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
			    float4 pos : SV_POSITION;
			    float2 uv : TEXCOORD0;
			};
			
			v2f vert(a2v v) {
				v2f o;
				
				float4 offset;
				offset.yzw = float3(0.0, 0.0, 0.0);
				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
				o.pos = UnityObjectToClipPos(v.vertex + offset);
				
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.uv +=  float2(0.0, _Time.y * _Speed);
				
				return o;
			}
			
			fixed4 frag(v2f i) : SV_Target {
				fixed4 c = tex2D(_MainTex, i.uv);
				c.rgb *= _Color.rgb;
				
				return c;
			} 
			
			ENDCG
		}
		
		// Pass to render object as a shadow caster
		Pass {
			Tags { "LightMode" = "ShadowCaster" }
			
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#pragma multi_compile_shadowcaster
			
			#include "UnityCG.cginc"
			
			float _Magnitude;
			float _Frequency;
			float _InvWaveLength;
			float _Speed;
			
			struct v2f { 
			    V2F_SHADOW_CASTER;
			};
			
			v2f vert(appdata_base v) {
				v2f o;
				
				float4 offset;
				offset.yzw = float3(0.0, 0.0, 0.0);
				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
				v.vertex = v.vertex + offset;

				TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
				
				return o;
			}
			
			fixed4 frag(v2f i) : SV_Target {
			    SHADOW_CASTER_FRAGMENT(i)
			}
			ENDCG
		}
	}
	FallBack "VertexLit"
}

此处的所有shader代码均摘抄自冯乐乐的《Unity Shader入门精要》,并加上了一些注释。

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