原作者 FishMan的技术专栏
以下是代码以及自己学习笔记:
1. grid 空间划分
2. 2D模拟3D中”分层”的概念
3. 透视模拟5.grid 格子交错
uv *=10;//将uv放大后frac
uv = frac(uv);
uv-=0.5;
fixed2 Rand22(fixed2 co){
fixed x = frac(sin(dot(co.xy ,fixed2(122.9898,783.233))) * 43758.5453);
fixed y = frac(sin(dot(co.xy ,fixed2(457.6537,537.2793))) * 37573.5913);
return fixed2(x,y);
}
fixed2 r = Rand22(floor(uv));
col = fixed3(r,0.0);
float2 rgrid = Rand22(floor(uv));//0~1.0
uv = frac(uv);
uv -= (rgrid*2.0-1.0) * 0.35;
uv -=0.5;
float r = length(uv);
float circleSize = 0.3;
float val = smoothstep(circleSize,-circleSize,r);
float3 col = float3(val,val,val)* rgrid.x ;
if (abs(fmod(coord.y,2.0))<1.0) //让格子交错
coord.x += 0.5;
float2 coord = uv*_GridSize - float2(0.,yOffset);//整体沿y轴上升
float tempY = gridIndex.y + yOffset ;
float life = min( 10.0*(1.0-min((tempY)/(24.0-20.0*rnd)//生命值随机
,1.0)),1.0);
Shader "FishManShaderTutorial/2DSnow"
{
Properties
{
_MainTex ("MainTex", 2D) = "white" { }
SIZE_RATE ("SIZE_RATE", float) = 0.1
XSPEED ("XSPEED", float) = 0.2
YSPEED ("YSPEED", float) = 0.5
LAYERS ("LAYERS", float) = 10
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "ShaderLibs/Framework2D.cginc"
float SIZE_RATE;
float XSPEED;
float YSPEED;
float LAYERS;
float3 SnowSingleLayer(float2 uv, float layer)
{
fixed3 acc = fixed3(0.0, 0.0, 0.0);
uv *= layer; //将uv按照层数放大
//UV的偏移 实现下雪的效果
float xOffset = uv.y * (((Hash11(layer) * 2 - 1.) * 0.5 + 1.) * XSPEED);
float yOffset = (YSPEED * _Time.y);
uv += fixed2(xOffset, yOffset);
//Hash22 主要是输入float2 随机生成噪波 并输出float2 实现随机效果
float2 rgrid = Hash22(floor(uv));
uv = frac(uv); //取小数
uv -= (rgrid * 2.0 - 1.0) * 0.4;
uv -= 0.5;
float r = length(uv);
float circleSize = 0.05 * (1.0 + 0.3 * sin(_Time.y * SIZE_RATE));
// float circleSize = 0.04;
float val = smoothstep(circleSize, -circleSize, r);
float3 col = float3(val, val, val) * rgrid.x ;
return col;
}
float3 Snow(float2 uv) //多层绘制 主要是绘制出2D立体效果
{
float3 acc = float3(0, 0, 0);
for (fixed i = 0.; i < LAYERS; i ++)
{
acc += SnowSingleLayer(uv, i);
}
return acc;
}
float3 ProcessFrag(float2 uv)
{
uv += float2(_ScreenParams.x / _ScreenParams.y, 1.0);
return Snow(uv);
}
ENDCG
}
}
}
float3 _Color;
float _GridSize;
float _RotSpd;
float _YSpd;
float3 ProcessFrag(float2 uv){
float3 acc = float3(0.0,0.0,0.0);
float rotDeg = 3.*_RotSpd * ftime;
float yOffset = 4.*_YSpd* ftime;
float2 coord = uv*_GridSize - float2(0.,yOffset);//整体沿y轴上升
if (abs(fmod(coord.y,2.0))<1.0) //让格子交错
coord.x += 0.5;
float2 gridIndex = float2(floor(coord));
float rnd = Hash12(gridIndex);//根据ID 获取hash值
// 弥补y轴上升的逆差 获取原来的y值
// 同时因为gridIndex = floor(coord) 的原因 会让tempY值在锁定固定的grid的同时越来越大;
float tempY = gridIndex.y + yOffset ;
float life = min( 10.0*(1.0-min((tempY)/(24.0-20.0*rnd)//生命值随机
,1.0)),1.0);
if (life>0.0 ) {
float size = 0.08*rnd;//让大小随机化
float deg = 999.0*rnd*2.0*PI + rotDeg*(0.5+0.5*rnd);//添加旋转随机化
float2 rotate = float2(sin(deg),cos(deg));//单位圆旋转偏移
float radius = 0.5-size*0.2;
float2 cirOffset = radius*rotate;//
float2 part = frac(coord-cirOffset) - 0.5 ;//让格子自己旋转起来 位置变 方向不变
float len = length(part);
float sparksGray = max(0.0,1.0 -len/size);//画圆
float sinval = sin(PI*1.*(0.3+0.7*rnd)*ftime+rnd*10.);//加点亮度的变化实现闪烁
float period = clamp(pow(pow(sinval,5.),5.),0.,1.);
float blink =(0.8+0.8*abs(period));
acc = life*sparksGray*_Color*blink;
}
return acc;
}