原作者 FishMan的技术专栏
以下是代码以及自己学习笔记:
- sin波函数的理解和应用
- 极坐标+sin 对于波动圆环的实现
- 2D模拟3D中”分层”的概念
1.原理:
备注:sin波形在shader 是常用的波形
sin函数是周期函数,对于无限重复的现象是一种很好的模拟 类似傅里叶变换一样,复杂的函数可以用简单的sin cos 组合进行比逼近 波浪这种效果是一种典型。
2.分析:
1.云的实现
- 形状:多个不同大小,偏移的圆,通过+=的方式合成云朵 实际上就是N个大小的圆
- 动态:简单的走UV
2.太阳的实现
- 形状:光的边缘是通过极坐标中的角度带入多个不同频率的sin函数中是实现
- 动态:不同频率的sin函数不同的相位偏移速度来实现
3. 海洋的实现
- 原理:观察海洋,海浪的变化是连续的,随机的,而且是相似的。 这几个特点是不是非常像前面文章提到过的Noise的感觉,局部是连续的,但整体的感觉又是随机的。 很类似对吧,后面我们实现山脉(FBM)和3D海洋(FFT)的时候,再回过头来看待这两种方式,会发现他们的合成形式是一样的,这里我们使用多个频率,振幅不同的Sin函数海实现对波浪的模拟。 我们通过”多层”的方式来模拟3D效果,同样需要考虑透视对于图像大小,范围,清晰度的影响
- 形态:分层实现,单层中叠加不同频率,振幅,偏移的方式sin函数
- 动态:不同的层不同的频率,同一层中,不同频率之间拥有不同的相位偏移速度
Shader "FishManShaderTutorial/2DCloudSea"{
Properties{
_MainTex ("MainTex", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "ShaderLibs/Framework2D.cginc"
#define LAYER 20.0
fixed Wave(float layer,fixed2 uv,fixed val){
float amplitude = layer*layer*0.00004; //振幅
float frequency = val*200*uv.x/layer; //频率
float phase = 9.*layer+ _Time.z/val;
return amplitude*sin(frequency+phase);
}
float Circle(fixed2 uv,fixed2 center,float size,float blur){
uv = uv - center;
uv /= size;
float len = length(uv);
return smoothstep(1.,1.-blur,len);
}
float AngleCircle(fixed2 uv,fixed2 center,float size,float blur){
uv = uv - center;
uv /= size;
float deg = atan2(uv.y,uv.x) + _Time.y * -0.1;
float len = length(uv);
float offs =( sin(deg*9)*3.+sin(deg*11+sin(_Time.y*6)*.5))*0.05;
return smoothstep(1.+offs,1.-blur+offs,len);
}
float DrawCloud(fixed2 uv,fixed2 center,float size){
uv = uv - center;
uv /= size;
float col = Circle(uv,fixed2(0.,0.),0.2,0.05);
col =col * smoothstep(-0.1,-0.1+0.01,uv.y);
col += Circle(uv,fixed2(0.15,-0.05),0.1,0.05);
col += Circle(uv,fixed2(0.,-0.1),0.11,0.05);
col += Circle(uv,fixed2(-0.15,-0.1),0.1,0.05);
col += Circle(uv,fixed2(-0.3,-0.08),0.1,0.05);
col += Circle(uv,fixed2(-0.2,0.),0.15,0.05);
return col;
}
float DrawClouds(fixed2 uv){
uv.x += 0.03*_Time.y;
uv.x = frac(uv.x+0.5) - 0.5;
float col = DrawCloud( uv,fixed2(-0.4,0.3),0.2);
col += DrawCloud( uv,fixed2(-0.2,0.42),0.2);
col += DrawCloud( uv,fixed2(0.0,0.4),0.2);
col += DrawCloud( uv,fixed2(0.15,0.3),0.2);
col += DrawCloud( uv,fixed2(0.45,0.45),0.2);
return col;
}
//----------------------------------------------------------------
// #include "ShaderLibs/Framework2D.cginc" 里面写了ProcessFrag函数
//float3 ProcessFrag(float2 uv);
//float4 frag(v2f i) : SV_Target{
// return float4(ProcessFrag(i.uv),1.0);}
//----------------------------------------------------------------
float3 ProcessFrag(float2 uv) {
float3 col = float3(0.0,0.0,0.0);
float num = 0.;
for (float i=1.; i < LAYER; i++) {
//float wave = 2.*Wave(i,uv,1.)+Wave(i,uv,1.8)+.5*Wave(i,uv,3.);
float wave = 2.*Wave(i,uv,1.0);
float layerVal = 0.7-0.02*i + wave;
if(uv.y >layerVal){
break;
}
num = i;//计算所在层的ID
}
col = num*fixed3(0,.03,1);//计算每一层的基本颜色
col += (LAYER - num) * fixed3(.04,.04,.04);//颜色叠亮
if(num ==0){
//添加海平面泛光
float ry = Remap(0.7,1.0,1.0,0.0,uv.y); //重映射 将值从一个范围重映射到另一个范围。
col = lerp(fixed3(0.1,0.6,0.9),fixed3(0.1,0.7,0.9),ry); //float Remap(float oa,float ob,float na,float nb,float val){
col += pow(ry,10.)*fixed3(0.9,0.2,0.1)*0.2; //return (val-oa)/(ob-oa) * (nb-na) + na;}
}
//调整UV为(-0.5,-0.5,0.5,0.5)方便绘图
uv = uv - fixed2(0.5,0.5);
//添加太阳
fixed2 sunPos = fixed2(0.3,0.35);
fixed sun = Circle(uv,sunPos,0.06,0.05);
fixed sunCircle = AngleCircle(uv,sunPos,0.08,0.05);
col = lerp( col ,fixed3(0.9,0.6,0.15),sunCircle);
col = lerp( col ,fixed3(0.98,0.9,0.1),sun);
//云
col += DrawClouds(uv);
return col;
}
ENDCG
}//end pass
}//end SubShader
}//end Shader