个人博客网址:《Unity Shader入门精要》笔记:高级篇(3)以及扩展 - Sugar的博客,如文章转载中出现例如传送门失效等纰漏,建议直接访问原博客网址。
目录
噪声
消融效果
水波效果
Unity中的渲染优化技术
影响性能的因素
Unity中的渲染分析工具
减少draw call数目
减少需要处理的顶点数目
减少需要处理的片元数目
减少带宽
减少计算复杂度
扩展
//核心代码在于: //第一个Pass float4 frag (VertexOutput i) : SV_Target { fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb; //burn为噪声贴图,_BurnAmount为时间 clip(burn.r - _BurnAmount); fixed t = 1 - smoothstep(0.0, _LineWidth, burn.r - _BurnAmount); fixed3 burnColor = lerp(_BurnFirstColor, _BurnSecondColor, t); burnColor = pow(burnColor, 5); //书里面写的是3D的,然后这里我改了改放在了2D上面 fixed4 finalColor = lerp(这里填入你原本的颜色, fixed4(burnColor,1.0), t * step(0.0001, _BurnAmount)); return finalColor; } //第二个用于裁剪的Pass fixed4 frag(v2f i) : SV_Target { { fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb; clip(burn.r - _BurnAmount); SHADOW_CASTER_FRAGMENT(i) }
Shader "Example/Water Wave" { Properties { _Color ("Main Color", Color) = (0, 0.15, 0.115, 1) _MainTex ("Base (RGB)", 2D) = "white" {} _WaveMap ("Wave Map", 2D) = "bump" {} _Cubemap ("Environment Cubemap", Cube) = "_Skybox" {} _WaveXSpeed ("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01 _WaveYSpeed ("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01 _Distortion ("Distortion", Range(0, 100)) = 10 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Opaque" } //抓取屏幕图像,并自定义名字传入到下方的Pass并采样 GrabPass { "_RefractionTex" } Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #include "UnityCG.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase #pragma vertex vert #pragma fragment frag fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; //水的关于波纹的法线噪声贴图 sampler2D _WaveMap; float4 _WaveMap_ST; //环境贴图 samplerCUBE _Cubemap; fixed _WaveXSpeed; fixed _WaveYSpeed; //控制扭曲程度 float _Distortion; sampler2D _RefractionTex; float4 _RefractionTex_TexelSize; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 scrPos : TEXCOORD0; float4 uv : TEXCOORD1; float4 TtoW0 : TEXCOORD2; float4 TtoW1 : TEXCOORD3; float4 TtoW2 : TEXCOORD4; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.scrPos = ComputeGrabScreenPos(o.pos); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; //得到切线空间下的3个坐标轴(切线、附切线和法线的方向)在世界空间下的表示 o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); return o; } fixed4 frag(v2f i) : SV_Target { float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); //计算法线纹理当前偏移量 float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed); //两次采样对应了模拟两层交叉的睡眠波动效果。 fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb; fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb; fixed3 bump = normalize(bump1 + bump2); //选用切线空间下的法线进行便宜 float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy; //使用透视除法并采样得到折射颜色 fixed3 refrCol = tex2D( _RefractionTex, i.scrPos.xy/i.scrPos.w).rgb; bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed); fixed3 reflDir = reflect(-viewDir, bump); //使用反射方向对CUBE采样,把结果和主纹理颜色相乘得到反射颜色。 fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb; //计算菲涅尔系数并混合折射和反射。 fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4); fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel); return fixed4(finalColor, 1); } ENDCG } } // Do not cast shadow FallBack Off }
完结撒花~