失败的UnityRayMarchShader

此后这个博客专门用于做失败记录了哈哈哈

https://www.youtube.com/watch?v=82iBWIycU0o&list=PL3POsQzaCw53iK_EhOYR39h1J9Lvg-m-g&index=2

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(Camera))]
[ExecuteInEditMode]//Always updated in Camera
public class RayMarchCamera : MonoBehaviour
{
    [SerializeField]
    private Shader _shader;

    public Material _raymarchMaterial
    {
        get
        {
            if (!_raymarchMat && _shader)
            {
                _raymarchMat = new Material(_shader);
                _raymarchMat.hideFlags = HideFlags.HideAndDontSave;
            }
            return _raymarchMat;
        }
    }
    private Material _raymarchMat;

    public Camera _camera
    {
        get
        {
            if (!_cam)
            {
                _cam = GetComponent<Camera>();
            }
            return _cam;
        }
    }

    private Camera _cam;

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (!_raymarchMaterial)
        {
            Graphics.Blit(source, destination);
            return;
        }

        _raymarchMaterial.SetMatrix("_CamFrustum", CamFrustum(_camera));
        _raymarchMaterial.SetMatrix("CamToWorldMatrix", _camera.cameraToWorldMatrix);
        _raymarchMaterial.SetVector("_CamWorldSpace", _camera.transform.position);

        RenderTexture.active = destination;
        GL.PushMatrix();
        GL.LoadOrtho();
        _raymarchMat.SetPass(0);
        GL.Begin(GL.QUADS);

        //BL
        GL.MultiTexCoord2(0, 0.0f, 0.0f);
        GL.Vertex3(0.0f, 0.0f, 3.0f);
        //BR
        GL.MultiTexCoord2(0, 1.0f, 0.0f);
        GL.Vertex3(0.0f, 0.0f, 2.0f);
        //TR
        GL.MultiTexCoord2(0, 1.0f, 1.0f);
        GL.Vertex3(0.0f, 1.0f, 1.0f);
        //TL
        GL.MultiTexCoord2(0, 0.0f, 1.0f);
        GL.Vertex3(0.0f, 1.0f, 0.0f);

        GL.End();
        GL.PopMatrix();
        

    }

    private Matrix4x4 CamFrustum(Camera cam)
    {
        Matrix4x4 frustum = Matrix4x4.identity;
        float fov = Mathf.Tan((cam.fieldOfView * 0.5f) * Mathf.Deg2Rad);

        Vector3 goUp = Vector3.up * fov;
        Vector3 goRight = Vector3.right * fov * cam.aspect;

        Vector3 TL = (-Vector3.forward - goRight + goUp);
        Vector3 TR = (-Vector3.forward + goRight + goUp);
        Vector3 BR = (-Vector3.forward + goRight - goUp);
        Vector3 BL = (-Vector3.forward - goRight - goUp);

        frustum.SetRow(0, TL);
        frustum.SetRow(1, TR);
        frustum.SetRow(2, BL);
        frustum.SetRow(3, BR);

        return frustum;
    }
    
}
Shader "clat/RaymarchShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 3.0

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float3 ray : TEXCOORD1;
            };

            sampler2D _MainTex;
            uniform float4 _CamWorldSpace;
            uniform float4x4 _CamFrustum,_CamToWorld;

            v2f vert (appdata v)
            {
                v2f o;
                half index = v.vertex.z;
                v.vertex.z = 0;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.ray = _CamFrustum[(int)index].xyz;
                o.ray /= abs(o.ray.z);
                o.ray = mul(_CamToWorld, o.ray);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float3 rayDirection = normalize(i.ray.xyz);
                float3 rayOrigin = _CamWorldSpace;
               // return fixed4(rayDirection, 1);
                return fixed4(30,30,30, 1);
            }
            ENDCG
        }
    }
}

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值