庄懂着色器_L20_钟表小人

庄懂-BoyanTata的个人空间_哔哩哔哩_Bilibili


案例
模型准备
SD贴图处理
Safe Transform Color_对贴图进行安全放缩, 它能保证贴图的四方连续性 
SVG_可在2D视图进行绘制Mask
钟表细节
转圈排布 Splatter Circular 
Normal Sobel 法线卷积处理
Curvature Sobel 曲率卷积处理
卷积理解
SD处理贴图最后步骤
Bake Model Information 烘焙模型信息 
需要烘焙一张世界空间法线_World Space Normal
对WorldSpaceNormal转一次Curvature,可以将其边缘提取出来,近似将其理解为高度的话,也可以渲染一张效果可以但是比较假的Normal
代码部分_ClockAnim
Shader "AP01/L20/ClockAnim"
{
    Properties
    {
        [Header(Texture)]
        _MainTex    ("RGB:基础颜色 A:环境遮罩", 2D)     = "white" {}
        [Normal] _NormTex   ("RGB:法线贴图", 2D)                = "bump" {}
        _SpecTex    ("RGB:高光颜色 A:高光次幂", 2D)     = "gray" {}
        _EmitTex    ("RGB:环境贴图", 2d)                = "black" {}
        _Cubemap    ("RGB:环境贴图", cube)              = "_Skybox" {}
        [Header(Diffuse)]
        _MainCol    ("基本色",      Color)              = (0.5, 0.5, 0.5, 1.0)
        _EnvDiffInt ("环境漫反射强度",  Range(0, 1))    = 0.2
        _EnvUpCol   ("环境天顶颜色", Color)             = (1.0, 1.0, 1.0, 1.0)
        _EnvSideCol ("环境水平颜色", Color)             = (0.5, 0.5, 0.5, 1.0)
        _EnvDownCol ("环境地表颜色", Color)             = (0.0, 0.0, 0.0, 0.0)
        [Header(Specular)]
        [PowerSlider(2)] _SpecPow    ("高光次幂",    Range(1, 90))       = 30
        _EnvSpecInt ("环境镜面反射强度", Range(0, 5))   = 0.2
        _FresnelPow ("菲涅尔次幂", Range(0, 5))         = 1
        _CubemapMip ("环境球Mip", Range(0, 7))          = 0
        [Header(Emission)]
        [HideInInspect] _EmitInt    ("自发光强度", range(1, 10))         = 1
        [Header(Clock)]
        _HourHandAngle      ("时针角度", range(0.0, 360.0))     = 0.0
        _MinuteHandAngle    ("分针角度", range(0.0, 360.0))     = 0.0
        _SecondHandAngle    ("秒针角度", range(0.0, 360.0))     = 0.0
        _RotateOffset       ("旋转偏移", range(0.0, 5.0))       = 0.0
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" }

        Pass
        {
            Name "FORWARD"
            Tags { "LightMode"="ForwardBase" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
           
            // 追加投影相关包含文件
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "../../Lesson11/cginc/MyCginc.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma target 3.0

            // 输入参数
            // Texture
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _NormTex;
            uniform sampler2D _SpecTex;
            uniform sampler2D _EmitTex;
            uniform samplerCUBE _Cubemap;

            // Diffuse
            uniform float3 _MainCol;
            uniform float _EnvDiffInt;
            uniform float3 _EnvUpCol;
            uniform float3 _EnvSideCol;
            uniform float3 _EnvDownCol;

            // Specular
            uniform float _SpecPow;
            uniform float _FresnelPow;
            uniform float _EnvSpecInt;
            uniform float _CubemapMip;

            // Emission
            uniform float _EmitInt;

            // Clock
            uniform float _HourHandAngle;
            uniform float _MinuteHandAngle;
            uniform float _SecondHandAngle;
            uniform float _RotateOffset;

            // 输入结构
            struct VertexInput
            {
                float4 vertex   : POSITION;   // 顶点信息 Get✔
                float2 uv0      : TEXCOORD0;  // UV信息 Get✔
                float4 normal   : NORMAL;     // 法线信息 Get✔
                float4 tangent  : TANGENT;    // 切线信息 Get✔
                float4 color    : COLOR;
            };

            // 输出结构
            struct VertexOutput
            {
                float4 pos    : SV_POSITION;  // 屏幕顶点位置
                float2 uv0      : TEXCOORD0;  // UV0
                float4 posWS    : TEXCOORD1;  // 世界空间顶点位置
                float3 nDirWS   : TEXCOORD2;  // 世界空间法线方向
                float3 tDirWS   : TEXCOORD3;  // 世界空间切线方向
                float3 bDirWS   : TEXCOORD4;  // 世界空间副切线方向
                LIGHTING_COORDS(5,6)          // 投影相关
            };

            // 沿偏移中心旋转顶点方法
            void RotateZWithOffset(float angle, float offset, float mask, inout float3 vertex)
            {
                // 把遮罩顶点移到物体中心
                vertex.y -= offset * mask;
                // 对遮罩顶点做旋转
                float radZ = radians(angle * mask);
                float sinZ, cosZ = 0.0;
                sincos(radZ, sinZ, cosZ);
                vertex.xy = float2(
                vertex.x * cosZ - vertex.y * sinZ,
                vertex.x * sinZ + vertex.y * cosZ
                );
                // 把遮罩顶点移回到原位置
                vertex.y += offset * mask;
            }

            // 时钟动画方法
            void ClockAnim(float3 color, inout float3 vertex)
            {
                RotateZWithOffset(_HourHandAngle, _RotateOffset, color.r, vertex);
                RotateZWithOffset(_MinuteHandAngle, _RotateOffset, color.g, vertex);
                RotateZWithOffset(_SecondHandAngle, _RotateOffset, color.b, vertex);
            }

            // 输入结构>>>顶点Shader>>>输出结构
            VertexOutput vert (VertexInput v)
            {
                VertexOutput o = (VertexOutput)0;                   // 新建输出结构
                ClockAnim(v.color.rgb, v.vertex.xyz);
                o.pos = UnityObjectToClipPos( v.vertex );       // 顶点位置 OS>CS
                o.uv0 = v.uv0 * _MainTex_ST.xy + _MainTex_ST.zw;                                  // 传递UV
                o.posWS = mul(unity_ObjectToWorld, v.vertex);   // 顶点位置 OS>WS
                o.nDirWS = UnityObjectToWorldNormal(v.normal);  // 法线方向 OS>WS
                o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); // 切线方向 OS>WS
                o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w);  // 副切线方向
                TRANSFER_VERTEX_TO_FRAGMENT(o)                  // 投影相关
                return o;                                           // 返回输出结构
            }

            // 3Col环境色方法
            float3 TriColAmbient (float3 n, float3 uCol, float3 sCol, float3 dCol)
            {
                float uMask = max(0.0, n.g);            // 获取朝上部分遮罩
                float dMask = max(0.0, -n.g);           // 获取朝下部分遮罩
                float sMask = 1.0 - uMask - dMask;      // 获取侧面部分遮罩
                float3 envCol = uCol * uMask +
                sCol * sMask +
                dCol * dMask;           // 混合环境色
                return envCol;
            }

            // 输出结构>>>像素
            float4 frag(VertexOutput i) : COLOR
            {
                // 准备向量
                float3 nDirTS = UnpackNormal(tex2D(_NormTex, i.uv0)).rgb;
                float3x3 TBN = float3x3(i.tDirWS, i.bDirWS, i.nDirWS);
                float3 nDirWS = normalize(mul(nDirTS, TBN));
                float3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz);
                float3 vrDirWS = reflect(-vDirWS, nDirWS);
                float3 lDirWS = _WorldSpaceLightPos0.xyz;
                float3 lrDirWS = reflect(-lDirWS, nDirWS);

                // 准备点积结果
                float ndotl = dot(nDirWS, lDirWS);
                float vdotr = dot(vDirWS, lrDirWS);
                float vdotn = dot(vDirWS, nDirWS);

                // 采样纹理
                float4 var_MainTex = tex2D(_MainTex, i.uv0);
                float4 var_SpecTex = tex2D(_SpecTex, i.uv0);
                float3 var_EmitTex = tex2D(_EmitTex, i.uv0).rgb;
                float3 var_Cubemap = texCUBElod(_Cubemap, float4(vrDirWS, lerp(_CubemapMip, 0.0, var_SpecTex.a))).rgb;

                // 光照模型(直接光照部分)
                float3 baseCol = var_MainTex.rgb * _MainCol;
                float lambert = max(0.0, ndotl);
                float specCol = var_SpecTex.rgb;
                float specPow = lerp(1, _SpecPow, var_SpecTex.a);
                float phong = pow(max(0.0, vdotr), specPow);
                float shadow = LIGHT_ATTENUATION(i);
                float3 dirLighting = (baseCol * lambert + specCol * phong) * _LightColor0 * shadow;

                // 光照模型(环境光照部分)

                // 使用3Col环境色方法
                float3 envCol = TriColAmbient(nDirWS, _EnvUpCol, _EnvSideCol, _EnvDownCol);

                float fresnel = pow(max(0.0, 1.0 - vdotn), _FresnelPow);    // 菲涅尔
                float occlusion = var_MainTex.a;
                float3 envLighting = (baseCol * envCol * _EnvDiffInt + var_Cubemap * fresnel * _EnvSpecInt * var_SpecTex.a) * occlusion;

                // 光照模型(自发光部分)
                float3 emission = var_EmitTex * _EmitInt * (sin(_Time.z) * 0.5 + 0.5);

                // 返回结果
                float3 finalRGB = dirLighting + envLighting + emission;
                return float4(finalRGB, 1.0);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}
同步时间处理
C#基础
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HelloWorldAgain : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Hello World");
    }

    // Update is called once per frame
    void Update()
    {
        Debug.Log("The World Goes On");
    }
}
C#代码部分
我们在写Shader的时候,会给参数一个参数名,但实际Unity在内部运行的时候,它不会按参数名去找参数的,它会在游戏启动之初的时候,把参数名改成ID,只需要给一个变量,在脚本运行的时候,声明Private三个整型数的变量,去记录这三个材质的ID
Bool型的参数变量默认是False
// 引用命名空间
using System;       // 主命名空间 包含所有.net基础类型和通用类型 这里用于获取系统时间
using UnityEngine;  // Unity引擎命名空间 这里需使用UnityEngine定义的相关类和类方法

// Clock类 继承自MonoBehaviour
public class Clock : MonoBehaviour
{
    // ------ Public ------
    public Material clockMat;           // 目标材质
    // ------ Private ------
    private bool valid;                 // 有效性标识
    private int hourAnglePropID;        // 材质属性ID
    private int minuteAnglePropID;      // 同上
    private int secondAnglePropID;      // 同上

    // Start is called before the first frame update
    // 脚本开始运行时调用
    void Start()
    {
        // 如果目标材质空 则跳过初始化
        if(clockMat != null)
        {
            // 缓冲材质属性ID
            hourAnglePropID = Shader.PropertyToID("_HourHandAngle");
            minuteAnglePropID = Shader.PropertyToID("_MinuteHandAngle");
            secondAnglePropID = Shader.PropertyToID("_SecondHandAngle");
            // 如Get到所有材质属性 标识有效性为True
            if(clockMat.HasProperty(hourAnglePropID) && clockMat.HasProperty(minuteAnglePropID) && clockMat.HasProperty(secondAnglePropID))
                valid = true;
        }
    }

    // Update is called once per frame
    // 脚本逐帧调用
    void Update()
    {
        // 判断有效性 无效则跳过Update逻辑
        if(!valid) return;
        // 处理秒针
        int second = DateTime.Now.Second;                      // 获取系统时间:秒
        float secondAngle = second / 60.0f * 360.0f;           // 换算为指针角度
        clockMat.SetFloat(secondAnglePropID, secondAngle);     // 更新材质相关属性
        // 处理分针
        int minute = DateTime.Now.Minute;
        float minuteAngle = minute / 60.0f * 360.0f;
        clockMat.SetFloat(minuteAnglePropID, minuteAngle);
        // 处理时针
        int hour = DateTime.Now.Hour;
        float hourAngle = (hour % 12) / 12.0f * 360.0f + minuteAngle / 360.0f * 30.0f;
        clockMat.SetFloat(hourAnglePropID, hourAngle);
    }
}
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