我尝试使用着色器像Subway Surfer那样弯曲世界。
我找到了一个GitHub repo,其中有人推动它的近似效果很酷。
这是代码:
Shader "Custom/Curved" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_QOffset ("Offset", Vector) = (0,0,0,0)
_Dist ("Distance", Float) = 100.0
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _QOffset;
float _Dist;
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
float zOff = vPos.z/_Dist;
vPos += _QOffset*zOff*zOff;
o.pos = mul (UNITY_MATRIX_P, vPos);
o.uv = v.texcoord;
return o;
}
half4 frag (v2f i) : COLOR
{
half4 col = tex2D(_MainTex, i.uv.xy);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
关键是现在我想将新的顶点位置发送到表面着色器,以便能够照亮其他人。
我已经读过我必须删除片段着色器,但我仍然遇到无法将新信息发送到表面着色器的问题。
这是我的代码:
Shader "Custom/Curve" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_QOffset("Offset", Vector) = (0,0,0,0)
_Dist("Distance", Float) = 100.0
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float4 _QOffset;
float _Dist;
void vert(inout appdata_full v)
{
v.position.x += 10;
}
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
正如你现在在顶点着色器中看到的那样,我只想尝试将一些单位添加到顶点的X位置,因为我认为如果我实现了那么应用了#34;曲线变化"这将是微不足道的,但如果你认为这不会那么容易,如果你警告我,我将不胜感激。
答案 0 :(得分:2)
编辑:
这是团结2018.1的一个例子
Color
float4 worldPosition = mul(unity_ObjectToWorld, v.vertex);
// get world space position of vertex
half2 wpToCam = _WorldSpaceCameraPos.xz - worldPosition.xz;
// get vector to camera and dismiss vertical component
half distance = dot(wpToCam, wpToCam);
// distance squared from vertex to the camera, this power gives the curvature
worldPosition.y -= distance * _Curvature;
// offset vertical position by factor and square of distance.
// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
v.vertex = mul(unity_WorldToObject, worldPosition);
// reproject position into object space
https://gist.github.com/bricevdm/caaace3cce9a87e081602ffd08dee1ad
您正在混合常规CG着色器和Surface着色器。来自github的样本是前者。 Surface着色器中的v.vertex
预计位于对象空间中,与CG着色器中的float4 pos : SV_POSITION
不同,后者应位于其最终 - 剪辑/屏幕空间中 - 位置。
解决方案是将转换反转回对象空间。在您的情况下,您需要从相机中显示反投影矩阵。
替换v.vertex = mul (UNITY_MATRIX_P, vPos);
使用此矩阵:。由于您使用UNITY_MATRIX_MV将顶点从对象转换为相机空间,因此您需要先使用unity_WorldToObject(或更好地将两者结合在cpu上)反转到世界,然后再反转到对象空间。
但是使用已经提供的矩阵计算世界空间中的曲率实际上要容易得多:
https://docs.unity3d.com/ScriptReference/Camera-cameraToWorldMatrix.html
unity_ObjectToWorld当前模型矩阵。
unity_WorldToObject当前世界矩阵的逆。
答案 1 :(得分:0)
这是因为appdata_full
struct中的位置没有值:
struct appdata_full {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
#if defined(SHADER_API_XBOX360)
half4 texcoord2 : TEXCOORD2;
half4 texcoord3 : TEXCOORD3;
half4 texcoord4 : TEXCOORD4;
half4 texcoord5 : TEXCOORD5;
#endif
};
而不是v.position
使用v.vertex
这样:
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
v.vertex += 10;
}
这里是曲线着色器的表面版本:
Shader "Custom/Curve" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_QOffset("Offset", Vector) = (0,0,0,0)
_Dist("Distance", Float) = 100.0
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float4 _QOffset;
float _Dist;
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
float zOff = vPos.z/_Dist;
vPos += _QOffset*zOff*zOff;
v.vertex = mul (UNITY_MATRIX_P, vPos);
v.texcoord = v.texcoord;
}
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}