我在Unity3D的着色器实验室中创建了一个简单的轮廓着色器,其中包含两次遍历:遍历通过沿顶点法线乘以顶点信息来放大对象,第二遍则绘制对象的常规(基本遍历)版本。问题出在大纲通过的代码中:
Pass {
Name "OUTLINE"
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha // Normal
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float3 normal : NORMAL;
};
uniform float _OutlineWidth;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v.vertex.xyz *= _OutlineWidth;
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR {
return _OutlineColor;
}
ENDCG
}
_OutlineWidth
和_OutlineColor
分别是范围和颜色类型。我已将此着色器应用于以编程方式创建的几个“类似Tetromino的”网格。结果是这样(单击链接):
如您所见,将创建轮廓,但轮廓沿对象的外边缘不是均匀宽度。沿其中一个面的轮廓较大-沿距形状中心最远的面较大。对于非凸形状,问题会被放大;轮廓甚至根本不包含形状:
我知道这是由于顶点位置是相对于形状中心的,而线v.vertex.xyz *= _OutlineWidth
仅将此位置乘以恒定量(使它远离对象中心) 。如何修改代码,以使轮廓像素的计算与形状的中心无关,并且与对象的真实轮廓具有完整性?
答案 0 :(得分:0)
正如@Gnietschow所说,您需要使用这些顶点的“平滑法线”来知道扩展轮廓的方向:
资料来源:FrostSoft
一种方法是在C#中计算软法线,然后将其分配为顶点数据。本示例使用uv2
和uv3
通道来容纳平滑法线分量:
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] meshVertices = mesh.vertices;
//map vertex positions to the ids of all vertices at that position
Dictionary<Vector3, List<int>> vertexMerge = new Dictionary<Vector3, List<int>>();
for(int i = 0; i < mesh.vertexCount; i++) {
Vector3 vectorPosition = meshVertices[i];
if(!vertexMerge.ContainsKey(vectorPosition)) {
//if not already in our collection as a key, add it as a key
vertexMerge.Add(vectorPosition, new List<int>());
}
//add the vertex id to our collection
vertexMerge[vectorPosition].Add(i);
}
//map vertexIDs to the averaged normal
Vector3[] meshNormals = mesh.normals;
Vector3[] vertexAveragedNormals = new Vector3[mesh.vertexCount];
foreach (List<int> duplicatedVertices in vertexMerge.Values) {
//calculate average normal
Vector3 sumOfNormals = Vector3.zero;
foreach (int vertexIndex in duplicatedVertices) {
sumOfNormals += meshNormals[vertexIndex];
}
Vector3 averagedNormal = (sumOfNormals /= duplicatedVertices.Count).normalized; //average is sum divided by the number of summed elements
//write the result to our output
foreach (int vertexIndex in duplicatedVertices) {
vertexAveragedNormals[vertexIndex] = averagedNormal;
}
}
//write the result to mesh.
//x and y components shoved into uv3, z component shoved into uv4, with w component of 1.
Vector2[] vertexAveragedNormalsXY = new Vector2[mesh.vertexCount];
Vector2[] vertexAveragedNormalsZW = new Vector2[mesh.vertexCount];
for(int i = 0; i < mesh.vertexCount; i++) {
Vector3 normal = vertexAveragedNormals[i];
vertexAveragedNormalsXY[i] = new Vector2(normal.x, normal.y);
vertexAveragedNormalsZW[i] = new Vector2(normal.z, 1);
}
mesh.uv3 = vertexAveragedNormalsXY;
mesh.uv4 = vertexAveragedNormalsZW;
来源:Reddeyfish-
然后,使用TEXCOORD2和TEXCOORD3重建vert
中的平滑法线。使用这些移动相应的顶点位置,同时将顶点法线保持为相同的硬法线以用于任何照明目的:
Pass {
Name "OUTLINE"
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha // Normal
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
};
struct v2f {
float4 position : POSITION;
float3 normal : NORMAL;
};
uniform float _OutlineWidth;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// add the outline width in the direction of the shared normal
float3 sharedNormal = float3(v.texcoord2.xy, v.texcoord3.x);
v.vertex.xyz += _OutlineWidth * sharedNormal;
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR {
return _OutlineColor;
}
ENDCG
}