unity3d中实现Hemisphere Lighting

本文介绍了如何在Unity3D中实现Hemisphere Lighting。通过引用相关资料和展示实际效果图,详细阐述了利用Unity3D进行半球形光照的编程过程,并提供了关键代码片段。
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参考资料:http://www.yaldex.com/open-gl/ch12lev1sec1.html

效果图:


代码:

Shader "Custom/Hemisphere_Lighting" {
Properties {
    _MainTex ("Texture", 2D) = "white" {}
	_SkyColor("Sky Color",Color)=(1,1,1,1)
	_GroundColor("Ground Color",Color)=(0,0,0,1)
}
SubShader {
    Pass {
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "UnityCG.cginc"
		float4 _SkyColor;
		float4 _GroundColor;
		sampler2D _MainTex;
		struct v2f {
			float4  pos : SV_POSITION;
			float2  uv : TEXCOORD0;
			fixed4 color : COLOR0;
		};
		float4 _MainTex_ST;
		v2f vert (appdata_base v)
		{
			v2f o;
			o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
			o.uv = TRANSFORM_TEX (v.texcoord, _Ma
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以下是 Unity 实现经纬度和 UTM 坐标转换的代码示例: ```csharp using UnityEngine; public class GPSToUTM : MonoBehaviour { public double longitude; public double latitude; void Start() { double easting, northing; int zone; LatLonToUTM(latitude, longitude, out easting, out northing, out zone); Debug.Log("UTM Zone: " + zone + " Easting: " + easting + " Northing: " + northing); } void LatLonToUTM(double lat, double lon, out double easting, out double northing, out int zone) { double a = 6378137.0; // GRS80 ellipsoid double k0 = 0.9996; double eccSquared = 0.00669438; double eccPrimeSquared; double e1 = (1 - Mathf.Sqrt(1 - (float)eccSquared)) / (1 + Mathf.Sqrt(1 - (float)eccSquared)); double N, T, C, A, M; double latRad = lat * Mathf.Deg2Rad; double lonRad = lon * Mathf.Deg2Rad; zone = Mathf.FloorToInt((float)((lon + 180.0) / 6.0) + 1.0); int nHemi = (lat >= 0) ? 1 : 0; double latRadTemp = (nHemi == 1) ? latRad : (-latRad); double lonRadTemp = lonRad - ((zone - 1) * 6.0 + 3.0) * Mathf.Deg2Rad; eccPrimeSquared = (eccSquared) / (1 - eccSquared); N = a / Mathf.Sqrt(1 - (float)eccSquared * Mathf.Sin((float)latRadTemp) * Mathf.Sin((float)latRadTemp)); T = Mathf.Tan((float)latRadTemp) * Mathf.Tan((float)latRadTemp); C = eccPrimeSquared * Mathf.Cos((float)latRadTemp) * Mathf.Cos((float)latRadTemp); A = Mathf.Cos((float)latRadTemp) * (float)(lonRadTemp); M = a * ((1 - (float)eccSquared / 4 - 3 * (float)eccSquared * (float)eccSquared / 64 - 5 * (float)eccSquared * (float)eccSquared * (float)eccSquared / 256) * (float)latRadTemp - (3 * (float)eccSquared / 8 + 3 * (float)eccSquared * (float)eccSquared / 32 + 45 * (float)eccSquared * (float)eccSquared * (float)eccSquared / 1024) * Mathf.Sin(2 * (float)latRadTemp) + (15 * (float)eccSquared * (float)eccSquared / 256 + 45 * (float)eccSquared * (float)eccSquared * (float)eccSquared / 1024) * Mathf.Sin(4 * (float)latRadTemp) - (35 * (float)eccSquared * (float)eccSquared * (float)eccSquared / 3072) * Mathf.Sin(6 * (float)latRadTemp)); easting = (double)(k0 * N * (A + (1 - T + C) * (float)(A * A * A) / 6 + (5 - 18 * T + T * T + 72 * C - 58 * eccPrimeSquared) * (float)(A * A * A * A * A) / 120) + 500000.0); northing = (double)(k0 * (M + N * Mathf.Tan((float)latRadTemp) * ((A * A / 2) + (5 - T + (9 * C) + (4 * C * C)) * (float)(A * A * A * A) / 24 + (61 - (58 * T) + (T * T) + (600 * C) - (330 * eccPrimeSquared)) * (float)(A * A * A * A * A * A) / 720))); if (nHemi == 0) { northing += 10000000.0; //10000000 meter offset for southern hemisphere } } } ``` 其,`LatLonToUTM()` 函数接受经度和纬度作为输入参数,并计算出相应的 UTM 坐标。在 `Start()` 函数,我们可以将经度和纬度传递给函数,并打印出计算得到的 UTM 坐标。请注意,该代码示例使用了 GRS80 椭球体和 UTM 投影,您可以根据需要进行修改。
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