写在前面的话:
这个雾效大部分代码源自 冯乐乐的书籍:Unity shader 入门精要。
在书中的示例代码中,主要基于了屏幕高度,而对屏幕进行雾效的渲染。我将其中的部分shader代码修改后,实现了基于摄像机距离的雾效渲染。
先解释雾效shader代码的原理:
雾效的实现是基于屏幕后处理,即在摄像机上挂一个脚本,这个脚本中执行OnRenderImage函数,对摄像机所渲染得到的最终图像进行处理,进而表现出屏幕上有雾的效果。
而雾效shader中的处理方式是:先计算出屏幕上每一个像素基于摄像机的线性深度值,然后再通过插值的方式,根据摄像机在世界空间下的实际坐标,大致计算出屏幕上每一个像素的世界坐标。最后再根据像素的坐标,让它和雾的颜色进行一定程度的混合,例如像素越近显示得越清晰,而像素越远则雾的颜色越浓。
以下代码,c#脚本需要挂在场景中的主摄像机上,然后把shader文件拖到脚本对应的变量上就可以看最终效果,代码如下:
c#脚本 :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FogWithDepthTexture : MonoBehaviour{
public Shader fogShader;
private Material fogMaterial = null;
public Material material
{
get
{
//fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
if (fogShader == null)
{
return null;
}
if (fogShader.isSupported && fogMaterial && fogMaterial.shader == fogShader)
return fogMaterial;
if (!fogShader.isSupported)
{
return null;
}
else
{
fogMaterial = new Material(fogShader);
fogMaterial.hideFlags = HideFlags.DontSave;
if (fogMaterial)
return fogMaterial;
else
return null;
}
//return fogMaterial;
}
}
private Camera myCamera;
public Camera camera
{
get
{
if(myCamera == null)
{
myCamera = transform.GetComponent();
}
return myCamera;
}
}
public Transform cameraTransform
{
get
{
return camera.transform;
}
}
[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;
private void OnEnable()
{
camera.depthTextureMode |= DepthTextureMode.Depth;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if(material != null)
{
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fov = camera.fieldOfView;
float near = camera.nearClipPlane;
float far = camera.farClipPlane;
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 - toRight + toTop;
float scale = topLeft.magnitude / near;
topLeft.Normalize();
topLeft *= scale;
Vector3 topRight = cameraTransform.forward * near + toTop + toRight;
topRight.Normalize();
topRight *= scale;
Vector3 bottomLeft = cameraTransform.forward * near - toRight - toTop;
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.SetMatrix("_ViewProjectionInverseMatrix", (camera.projectionMatrix * camera.worldToCameraMatrix).inverse);
material.SetFloat("_FogDensity", fogDensity);
material.SetColor("_FogColor", fogColor);
material.SetFloat("_FogStart", fogStart);
material.SetFloat("_FogEnd", fogEnd);
Graphics.Blit(source, destination, material);
}
else
{
Graphics.Blit(source, destination);
}
}
}
以下是shader代码:
Shader "Unlit/FogWithDepthTexture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FogDensity("FogDensity",Float) = 1.0
_FogColor("FogColor",Color) = (1,1,1,1)
_FogStart("FogStart",Float) = 0.0
_FogEnd("FogEnd",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];
return o;
}
float GetFogRatioByDistance(float3 worldPos)
{
float f = 1 - (_FogEnd - abs(worldPos.z - _WorldSpaceCameraPos.z))/(_FogEnd - _FogStart);
return f;
}
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); //若想基于屏幕高度来进行雾的渲染,可以使用这行代码,并屏蔽下面一行的代码
float fogDensity = GetFogRatioByDistance(worldPos);
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
}
其中,调整FogStart 和 FogEnd变量,可以调整雾显示的远近和范围。
另外,目前使用的雾效是线性的雾效,也可以使用指数算法来实现雾效,效果可能会更真实一些。具体实现可以参考开头作者的书中的内容,或者搜索相关内容。
如果以上代码不能运行或者报错,可以在博客下面留言,至少在我机器上可以正常使用;
有任何问题也可以相互交流。