大家好,我是阿赵。
上一篇介绍了曲面细分着色器的基本用法和思路,这一篇在曲面细分的基础上,制作地面凹陷的轨迹效果。
一、思路分析
这次需要达到的效果是这样的:
从效果上看,这个凹陷在地面下的轨迹,里面有法线变化的效果,然后地表模型也是真实的发生了凹陷变化。所以其实就是之前说到的法线混合轨迹和曲面细分的综合应用。
曲面细分的等级实际上是根据自己的需要去调整的
做到这么高的细分也可以,但实际上也没太大必要。
之前已经介绍过法线轨迹的混合,然后有了曲面细分之后,剩下的事情就是把两者结合起来,并且做一个顶点偏移效果了。顶点偏移,实际上也是通过绘制出来的轨迹做偏移,比如我现在有一张黑白的图片,轨迹就绘制在上面,然后对贴图进行局部采样,最后把某些色值范围内的顶点做一个高度的偏移,就做出了这个凹陷的效果了。
二、贴图通道的利用
还记得最开始的一篇的内容吗?我是使用一个顶视正交摄像机去拍摄这个范围内的轨迹的。
这里的这个法线贴图,实际上只用到了RGB三个通道而已,还有一个A通道可以用。于是,可以把需要实现高度偏移的黑白图片,记录在这张贴图的A通道。
这样,只需要打一个摄像机,渲染一张RenderTexture,就同时实现了法线贴图和顶点偏移2种效果了。
值得注意的是,我这里只把需要凹陷的地方刷成了白色,然后不需要凹陷的地方默认是黑色。这样做的好处是计算简单,只需要根据A通道的0-1去决定凹陷的深度就行了。不过有时候,做轨迹是不止凹陷的,不如一个球在沙地上移动,实际上轨迹的边缘还会凸起来的。如果要实现这种效果,那么就要把平地的Alpha值设置成0.5,然后大于0.5的部分是凸起,小于0.5的部分是凹陷。
三、Shader实现
1、顶点片段着色器里的实现:
Shader "azhao/VFGround"
{Properties{_MainTex("Texture", 2D) = "white" {}_Color("Color", Color) = (1,1,1,1)_centerPos("CenterPos", Vector) = (0,0,0,0)_minDis("minVal", Float) = 0_maxDis("maxVal", Float) = 20_factor("factor", Float) = 15_footstepRect("footstepRect",Vector) = (0,0,0,0)_footstepTex("footstepTex",2D) = "gray"{}_height("height" ,Float) = 0.3_NormalTex("Normal Tex", 2D) = "black"{}_normalScale("normalScale", Range(-1 , 1)) = 0_specColor("SpecColor",Color) = (1,1,1,1)_shininess("shininess", Range(1 , 100)) = 1_specIntensity("specIntensity",Range(0,1)) = 1_ambientIntensity("ambientIntensity",Range(0,1)) = 1}SubShader{Tags { "RenderType"="Opaque" }LOD 100Pass{CGPROGRAM#pragma vertex vert//在正常的vertex和fragment之间还需要hull和domain,所以在这里加上声明#pragma hull hullProgram#pragma domain domainProgram#pragma fragment frag#include "UnityCG.cginc"sampler2D _MainTex;float4 _MainTex_ST;fixed4 _Color;uniform float _minDis;uniform float _maxDis;uniform float3 _centerPos;uniform float _factor;float4 _footstepRect;sampler2D _footstepTex;float _height;sampler2D _NormalTex;float4 _NormalTex_ST;float _normalScale;float4 _specColor;float _shininess;float _specIntensity;float _ambientIntensity;struct a2v{float4 pos : POSITION;float2 uv : TEXCOORD0;float3 normal:NORMAL;float3 tangent:TANGENT;};struct v2t{ float2 uv : TEXCOORD0;float2 footstepUV : TEXCOORD1;float4 worldPos : TEXCOORD2;float3 worldNormal : TEXCOORD3;float3 worldTangent :TEXCOORD4;float3 worldBitangent : TEXCOORD5;};struct t2f{float4 clipPos:SV_POSITION;float2 uv: TEXCOORD0; float2 footstepUV:TEXCOORD1;float4 worldPos:TEXCOORD2;float3 worldNormal : TEXCOORD3;float3 worldTangent :TEXCOORD4;float3 worldBitangent : TEXCOORD5;};struct TessOut{float2 uv : TEXCOORD0;float4 worldPos : TEXCOORD1;float2 footstepUV:TEXCOORD2;float3 worldNormal : TEXCOORD3;float3 worldTangent :TEXCOORD4;float3 worldBitangent : TEXCOORD5;};struct TessParam{float EdgeTess[3] : SV_TessFactor;//各边细分数float InsideTess : SV_InsideTessFactor;//内部点细分数};float RemapUV(float min, float max, float val){return (val - min) / (max - min);}half3 UnpackScaleNormal(half4 packednormal, half bumpScale){half3 normal;//由于法线贴图代表的颜色是0到1,而法线向量的范围是-1到1//所以通过*2-1,把色值范围转换到-1到1normal = packednormal * 2 - 1;//对法线进行缩放normal.xy *= bumpScale;//向量标准化normal = normalize(normal);return normal;}//获取Lambert漫反射值float GetLambertDiffuse(float3 worldPos, float3 worldNormal){float3 lightDir = UnityWorldSpaceLightDir(worldPos);float NDotL = saturate(dot(worldNormal, lightDir));return NDotL;}//获取BlinnPhong高光float GetBlinnPhongSpec(float3 worldPos, float3 worldNormal){float3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));float3 halfDir = normalize((viewDir + _WorldSpaceLightPos0.xyz));float specDir = max(dot(normalize(worldNormal), halfDir), 0);float specVal = pow(specDir, _shininess);return specVal;}v2t vert(a2v i){v2t o;o.worldPos = mul(unity_ObjectToWorld,i.pos);o.uv = i.uv;o.footstepUV = float2(RemapUV(_footstepRect.x, _footstepRect.z, o.worldPos.x), RemapUV(_footstepRect.y, _footstepRect.w, o.worldPos.z));o.worldNormal = UnityObjectToWorldNormal(i.normal);o.worldTangent = UnityObjectToWorldDir(i.tangent);o.worldBitangent = cross(o.worldNormal, o.worldTangent);return o;}//在hullProgram之前必须设置这些参数,不然会报错[domain("tri")]//图元类型,可选类型有 "tri", "quad", "isoline"[partitioning("integer")]//曲面细分的过渡方式是整数还是小数[outputtopology("triangle_cw")]//三角面正方向是顺时针还是逆时针[outputcontrolpoints(3)]//输出的控制点数[patchconstantfunc("ConstantHS")]//对应之前的细分因子配置阶段的方法名[maxtessfactor(64.0)]//最大可能的细分段数//vert顶点程序之后调用,计算细分前的三角形顶点信息TessOut hullProgram(InputPatch<v2t, 3> i, uint idx : SV_OutputControlPointID){TessOut o;o.worldPos = i[idx].worldPos;o.uv = i[idx].uv;o.footstepUV = i[idx].footstepUV;o.worldNormal = i[idx].worldNormal;o.worldTangent = i[idx].worldTangent;o.worldBitangent = i[idx].worldBitangent;return o;}//指定每个边的细分段数和内部细分段数TessParam ConstantHS(InputPatch<v2t, 3> i, uint id : SV_PrimitiveID){TessParam o;float4 worldPos = (i[0].worldPos + i[1].worldPos + i[2].worldPos) / 3;float smoothstepResult = smoothstep(_minDis, _maxDis, distance(worldPos.xz, _centerPos.xz));float fac = max((1.0 - smoothstepResult)*_factor, 1);//由于我这里是根据指定的中心点和半径范围来动态算细分段数,所以才有这个计算,不然可以直接指定变量来设置。o.EdgeTess[0] = fac;o.EdgeTess[1] = fac;o.EdgeTess[2] = fac;o.InsideTess = fac;return o;}//在domainProgram前必须设置domain参数,不然会报错[domain("tri")]//细分之后,把信息传到frag片段程序t2f domainProgram(TessParam tessParam, float3 bary : SV_DomainLocation, const OutputPatch<TessOut, 3> i){t2f o; //线性转换float2 uv = i[0].uv * bary.x + i[1].uv * bary.y + i[2].uv * bary.z;o.uv = uv;o.footstepUV = i[0].footstepUV * bary.x + i[1].footstepUV * bary.y + i[2].footstepUV * bary.z;float4 footstepCol = tex2Dlod(_footstepTex, float4(o.footstepUV, 0, 0.0));float addVal = footstepCol.a*_height;float4 worldPos = i[0].worldPos * bary.x + i[1].worldPos * bary.y + i[2].worldPos * bary.z;worldPos.y = worldPos.y - addVal;o.worldPos = worldPos;o.clipPos = UnityWorldToClipPos(worldPos);o.worldNormal = i[0].worldNormal * bary.x + i[1].worldNormal * bary.y + i[2].worldNormal * bary.z;o.worldTangent = i[0].worldTangent * bary.x + i[1].worldTangent * bary.y + i[2].worldTangent * bary.z;o.worldBitangent = i[0].worldBitangent * bary.x + i[1].worldBitangent * bary.y + i[2].worldBitangent * bary.z;return o;}fixed4 frag (t2f i) : SV_Target{// // sample the texture//float2 mainUV = i.uv*_MainTex_ST.xy + _MainTex_ST.zw;// fixed4 col = tex2D(_MainTex, mainUV)*_Color;//fixed4 footstepCol = tex2D(_footstepTex, i.footstepUV);//fixed3 footstepRGB = fixed3(footstepCol.r - 0.5, footstepCol.g - 0.5, footstepCol.b - 0.5);//footstepRGB = footstepRGB * footstepCol.a;//fixed4 finalCol = col;// fixed4(saturate(col.rgb + footstepRGB), 1);// return finalCol;//采样漫反射贴图的颜色half4 col = tex2D(_MainTex, i.uv*_MainTex_ST.xy + _MainTex_ST.zw);//计算法线贴图的UVhalf2 normalUV = i.uv * _NormalTex_ST.xy + _NormalTex_ST.zw;//采样法线贴图的颜色half4 normalCol = tex2D(_NormalTex, normalUV);fixed4 footstepCol = tex2D(_footstepTex, i.footstepUV);fixed3 footstepRGB = UnpackScaleNormal(footstepCol*footstepCol.a, _normalScale).rgb;//得到切线空间的法线方向half3 normalVal = UnpackScaleNormal(normalCol, _normalScale).rgb;//normalVal = footstepRGB;//normalVal = normalize(normalVal + footstepRGB);normalVal -= footstepRGB;//构建TBN矩阵float3 tanToWorld0 = float3(i.worldTangent.x, i.worldBitangent.x, i.worldNormal.x);float3 tanToWorld1 = float3(i.worldTangent.y, i.worldBitangent.y, i.worldNormal.y);float3 tanToWorld2 = float3(i.worldTangent.z, i.worldBitangent.z, i.worldNormal.z);//通过切线空间的法线方向和TBN矩阵,得出法线贴图代表的物体世界空间的法线方向float3 worldNormal = float3(dot(tanToWorld0, normalVal), dot(tanToWorld1, normalVal), dot(tanToWorld2, normalVal));//用法线贴图的世界空间法线,算漫反射half diffuseVal = GetLambertDiffuse(i.worldPos, worldNormal);diffuseVal = clamp(diffuseVal, 0.6, 1);diffuseVal = pow(diffuseVal, 1.5);//用法线贴图的世界空间法线,算高光角度half3 specCol = _specColor * GetBlinnPhongSpec(i.worldPos, worldNormal)*_specIntensity;//最终颜色 = 环境色+漫反射颜色+高光颜色half3 finalCol = UNITY_LIGHTMODEL_AMBIENT * _ambientIntensity + saturate(col.rgb*diffuseVal) + specCol;return half4(finalCol,1);}ENDCG}}
}
值得注意的地方:
1.为了获得细分后的顶点做偏移,所以顶点偏移的过程是写在domainProgram
2.在顶点类程序里面如果需要采样贴图,并不是使用tex2D方法,而是使用tex2Dlod方法
2、Surface着色器里的实现:
Shader "azhao/SurfaceGround"
{Properties{_MainTex("MainTex", 2D) = "white" {}_NormalTex("NormalTex", 2D) = "white" {}_minDis("minVal", Float) = 0_maxDis("maxVal", Float) = 15_factor("factor", Float) = 1_height("height",float) = 0_centerPos("centerPos", Vector) = (0,0,0,0) _footstepRect("footstepRect", Vector) = (0,0,0,0) _footstepTex("footstepTex", 2D) = "black" {} [HideInInspector] _texcoord("", 2D) = "white" {}[HideInInspector] __dirty("", Int) = 1}SubShader{Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }Cull BackCGPROGRAM#include "UnityStandardUtils.cginc"#pragma target 4.6#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc tessellate:tessFunction struct Input{float2 uv_texcoord;float3 worldPos;};sampler2D _NormalTex;float4 _NormalTex_ST;sampler2D _footstepTex;float4 _footstepRect;sampler2D _MainTex;float4 _MainTex_ST;float _minDis;float _maxDis;float4 _centerPos;float _factor;float _height;float RemapUV(float min, float max, float val){return (val - min) / (max - min);}float4 tessFunction( appdata_full v0, appdata_full v1, appdata_full v2 ){float4 vertex = (v0.vertex + v1.vertex + v2.vertex) / 3;float3 worldPos = mul( unity_ObjectToWorld, vertex );float smoothstepResult = smoothstep( _minDis , _maxDis , distance(_centerPos.xz, worldPos.xz));float tessVal = max( ( ( 1.0 - smoothstepResult ) * _factor ) , 0.1 );return tessVal;}void vertexDataFunc( inout appdata_full v ){float3 worldPos = mul(unity_ObjectToWorld, v.vertex);float temp_output_1_0_g1 = _footstepRect.x;float temp_output_1_0_g2 = _footstepRect.y;float2 footstepUV = float2(RemapUV(_footstepRect.x, _footstepRect.z, worldPos.x), RemapUV(_footstepRect.y, _footstepRect.w, worldPos.z));float4 tex2DNode = tex2Dlod(_footstepTex, float4(footstepUV, 0, 0.0));float offset = tex2DNode.a * _height*-0.01;v.vertex.y += offset;}void surf( Input i , inout SurfaceOutputStandard o ){float2 uv_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw;float3 worldPos = i.worldPos;float temp_output_1_0_g1 = _footstepRect.x;float temp_output_1_0_g2 = _footstepRect.y;float2 footstepUV = float2(RemapUV(_footstepRect.x, _footstepRect.z, worldPos.x), RemapUV(_footstepRect.y, _footstepRect.w, worldPos.z));o.Normal = BlendNormals( UnpackNormal( tex2D( _NormalTex, uv_NormalTex ) ) , UnpackNormal( tex2D( _footstepTex, footstepUV) ) );float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;o.Albedo = tex2D( _MainTex, uv_MainTex ).rgb;o.Alpha = 1;}ENDCG}Fallback "Diffuse"
}
用Surface写,过程会简单很多,毕竟不需要自己去声明曲面细分的各个步骤,也不需要自己写光照模型和法线贴图的计算。不过我觉得如果能用顶点片段程序去实现一下,会对这个过程更了解一些。