深度纹理和法线纹理上进行采样等操作,会使物体不受外部光照因素影响,保存的是当前渲染物体的真实信息,类似于边缘检测等会更可靠。
深度纹理:就是一张渲染纹理,只不过它里面存储的像素值不是颜色值,而是一个高精度的深度值。这些深度值来自于顶点变换后得到的归一化的设备坐标(NDC)。变换到NDC时,z坐标是从-1 , 1之间。为了可以存储在一张图中,我们将其转换:d = 0.5 *Zndc + 0.5。d对应了深度纹理中的像素值。
在Unity中,如果使用延迟渲染,自然会把深度纹理存储在G缓冲区中。如果没有使用延迟渲染,Unity中可以设置RenderType标签为Opaque的物体,判断它们使用的渲染队列是否小于2500,如果满足就渲染到深度和法线纹理中。
Unity获取深度纹理和法线纹理
camera.depthTextureMode = DepthTextureMode.Depth
camera.depthTextureMode = DepthTextureMode.DepthNormals
将=换为|=即可获取两种纹理
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv)
(一)全局雾效
Unity自带的雾效需要为场景中所有的物体添加,而且复杂的雾效,例如基于高度的雾效就是不可以的。
利用深度纹理重建每个像素在世界空间下的位置。
需要先计算出世界空间下摄像机的topRight topLeft bottomLeft bottomRight四个点的位置,然后shader中根据x y分量计算出属于哪个角,然后得到该顶点的interpolatedRay插值后的像素向量。
f = (Hend - y)/(Hend - Hstart) Hstart Hend 表示受雾影响的起始高度和中指高度。再与fogDensity雾的浓度相乘得到最后的雾效系数,与原始颜色进行混合得到最后的效果。
在程序中计算得到摄像机的topRight topLeft bottomLeft bottomRight四个点的位置,
Vector3 toRight = cameraTransform.right * halfHeight * aspect;
Vector3 toTop = cameraTransform.up * halfHeight;
Vector3 topLeft = cameraTransform.forward * near + toTop - toRight;
float scale = topLeft.magnitude / near;
topLeft.Normalize();
topLeft *= scale;
Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
topRight.Normalize();
topRight *= scale;
Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
bottomLeft.Normalize();
bottomLeft *= scale;
Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;
bottomRight.Normalize();
bottomRight *= scale;
在shader中根据顶点x y 值的大小确定是哪一部分
int index = 0;
if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
index = 0;
} else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
index = 1;
} else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
index = 2;
} else {
index = 3;
}
SAMPLE_DEPTH_TEXTURE对深度纹理进行采样(camera.depthTextureMode |= DepthTextureMode.Depth;程序中得到的),LinearEyeDepth得到视角空间下的线形深度值。
程序代码,主要是传入一些属性和计算裁剪平面的四个角对应的向量。
using UnityEngine;
using System.Collections;
public class FogWithDepthTexture : PostEffectsBase {
public Shader fogShader;
private Material fogMaterial = null;
public Material material {
get {
fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
return fogMaterial;
}
}
private Camera myCamera;
public Camera camera {
get {
if (myCamera == null) {
myCamera = GetComponent<Camera>();
}
return myCamera;
}
}
private Transform myCameraTransform;
public Transform cameraTransform {
get {
if (myCameraTransform == null) {
myCameraTransform = camera.transform;
}
return myCameraTransform;
}
}
[Range(0.0f, 3.0f)]
public float fogDensity = 1.0f;
public Color fogColor = Color.white;
public float fogStart = 0.0f;
public float fogEnd = 2.0f;
void OnEnable() {
camera.depthTextureMode |= DepthTextureMode.Depth;
}
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fov = camera.fieldOfView;
float near = camera.nearClipPlane;
float aspect = camera.aspect;
float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
Vector3 toRight = cameraTransform.right * halfHeight * aspect;
Vector3 toTop = cameraTransform.up * halfHeight;
Vector3 topLeft = cameraTransform.forward * near + toTop - toRight;
float scale = topLeft.magnitude / near;
topLeft.Normalize();
topLeft *= scale;
Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
topRight.Normalize();
topRight *= scale;
Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
bottomLeft.Normalize();
bottomLeft *= scale;
Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;
bottomRight.Normalize();
bottomRight *= scale;
frustumCorners.SetRow(0, bottomLeft);
frustumCorners.SetRow(1, bottomRight);
frustumCorners.SetRow(2, topRight);
frustumCorners.SetRow(3, topLeft);
material.SetMatrix("_FrustumCornersRay", frustumCorners);
material.SetFloat("_FogDensity", fogDensity);
material.SetColor("_FogColor", fogColor);
material.SetFloat("_FogStart", fogStart);
material.SetFloat("_FogEnd", fogEnd);
Graphics.Blit (src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
shader代码,对每个顶点得到的像素插值,根据高度计算的浓度进行插值得到雾效系数,最后混合得到最后的颜色。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 13/Fog With Depth Texture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_FogDensity ("Fog Density", Float) = 1.0
_FogColor ("Fog Color", Color) = (1, 1, 1, 1)
_FogStart ("Fog Start", Float) = 0.0
_FogEnd ("Fog End", Float) = 1.0
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
float4x4 _FrustumCornersRay;
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _CameraDepthTexture;
half _FogDensity;
fixed4 _FogColor;
float _FogStart;
float _FogEnd;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 uv_depth : TEXCOORD1;
float4 interpolatedRay : TEXCOORD2;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.uv_depth = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv_depth.y = 1 - o.uv_depth.y;
#endif
int index = 0;
if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
index = 0;
} else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
index = 1;
} else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
index = 2;
} else {
index = 3;
}
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
index = 3 - index;
#endif
o.interpolatedRay = _FrustumCornersRay[index];//插值后像素的向量
return o;
}
fixed4 frag(v2f i) : SV_Target {
float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));
float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;
float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
fogDensity = saturate(fogDensity * _FogDensity);
fixed4 finalColor = tex2D(_MainTex, i.uv);
finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);
return finalColor;
}
ENDCG
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack Off
}