Unity Shader实例:UV动画
发表于2018-04-14
UV动画
UV动画,顾名思义,就是针对UV做的动画。在游戏中,一些动态水面,飞流直下的瀑布,流动的岩浆,跳动的火焰等等,很多都是通过操作UV做的动画。在unity中我可以实用挂载脚本或者直接针对UV key动画帧做动画操作,而在本文中将通过shader编写实现三个比较常见的UV动画方式:
- UV位移动画
- UV序列帧动画
- UV旋转动画
先从UV位移动画开始
我们将做一个流动岩浆的效果,在开始前,我们需要介绍下Unity内置变量_Timefloat4 _Time : Time (t/20, t, t*2, t*3)
这是个随时间变化的增量,从函数的定义我们可以知道这个变量的4个分量速率比_Time=20*_Time.x=_Time.y=_Time.z/2=_Time.w/3.
为了方便控制位移动画的速率和方向我们定义一个变量
_ScrollingSpeed("Scrolling speed", Vector) = (0,0,0,0)
在顶点函数中将uv坐标乘以_Time变量和_ScrollingSpeed,下面为关键代码
o.uvScroll = TRANSFORM_TEX((v.texcoord.xy+_Time.x*_ScrollingSpeed.xy), _Tex);// 这里只使用了xy上的两个分量对应uv
VF版本代码01:
Shader "PengLu/Self-Illumin/IlluminDiffuseScrollVF" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _Tex("Scroll Tex (RGB)", 2D)= "white" {} _ScrollingSpeed("Scrolling speed", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex,_Illum,_Tex; float4 _MainTex_ST,_Illum_ST,_Tex_ST,_Color,_ScrollingSpeed; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct v2f { float4 pos : POSITION; float2 uv_MainTex : TEXCOORD0; float2 uv_Illum : TEXCOORD1; float2 uvLM : TEXCOORD2; float2 uvScroll : TEXCOORD3; }; v2f vert (appdata v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex)*_Color; o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv_Illum = TRANSFORM_TEX(v.texcoord, _Illum); o.uvScroll = TRANSFORM_TEX((v.texcoord.xy+_Time.x*_ScrollingSpeed.xy), _Tex); o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; return o; } float4 frag (v2f i) : COLOR { float4 texCol = tex2D(_MainTex, i.uv_MainTex); float4 IllumTex = tex2D(_Illum,i.uv_Illum); float3 lm = DecodeLightmap (UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM.xy)); IllumTex.rgb+=tex2D(_Tex,i.uvScroll).rgb; IllumTex*=IllumTex.a; texCol+=IllumTex; texCol.rgb*=lm; return texCol; } ENDCG } } FallBack "Diffuse" }
VF版本代码01效果:
UV序列帧动画
序列帧动画是游戏比较常用的一种动画形式,在unity自带的粒子系统中就可以设置序列帧动画(下图),但是这个只能用于粒子系统的粒子效果,如果是自己做的模型就要使用序列帧动画就得自己写脚本或shader,下面我们将用shader实现序列帧动画效果。
首先得准备一张序列帧的贴图,如下图这样的:
然后我们需要声明三个变量:
_SizeX ("SizeX", Float) = 4//列数 _SizeY ("SizeY", Float) = 4//行数 _Speed ("Speed", Float) = 200//动画的播放速度
在frag函数里面处理动画
nt indexX=fmod (_Time.x*_Speed,_SizeX);//获得列数的循环 int indexY=fmod ((_Time.x*_Speed)/_SizeX,_SizeY);//获得行数的循环
fmod函数是取余函数,int用来强制取整,当然也可以用floor函数来取整
为了直观解释,将用下面的列表列出上面变量的值的对应关系,假设_SizeX=_SizeY=4
_Time.x*_Speed | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
indexX | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 |
indexY | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 |
_Time.x*_Speed | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
indexX | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 |
indexY | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 |
参考网络上的例子我还有写了另外一种获得循环动画的代码(我是孔乙己啦),和上面两句功能是一样的,貌似消耗稍微少一点
int index = floor(_Time .x * _Speed); int indexY = index/_SizeX; int indexX = index - indexY*_SizeX;
通过列表对应,可以看出获取循环数的差别
_Time.x*_Speed | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
indexX | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 |
indexY | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 |
_Time.x*_Speed | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
indexX | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 | 0 | 1 | 2 | 3 |
indexY | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 |
接下来将获得的循环数与uv贴图的UV进行操作
fixed2 seqUV = float2((i.texcoord.x) /_SizeX, (i.texcoord.y)/_SizeY);//将uv切分 seqUV.x += indexX/_SizeX;//U方向上循环 seqUV.y -= indexY/_SizeY;//V方向上循环
VF版本代码02:
Shader "PengLu/Particle/SequenceAdd" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 _SizeX ("SizeX", Float) = 4 _SizeY ("SizeY", Float) = 4 _Speed ("Speed", Float) = 200 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; fixed _SizeX; fixed _SizeY; fixed _Speed; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif int indexX=fmod (_Time.x*_Speed,_SizeX); int indexY=fmod ((_Time.x*_Speed)/_SizeX,_SizeY); // 以下三行代码和之前两行代码功能一样 // int index = floor(_Time .x * _Speed); // int indexY = index/_SizeX; // int indexX = index-indexY*_SizeX; fixed2 seqUV = float2((i.texcoord.x) /_SizeX, (i.texcoord.y)/_SizeY); seqUV.x += indexX/_SizeX; seqUV.y -= indexY/_SizeY; return 2.0f * i.color * _TintColor * tex2D(_MainTex, seqUV); } ENDCG } } } }
VF版本代码02效果:
UV旋转动画
UV旋转动画在游戏开发中用得相对比较少,特效师一般会采用其他方式代替,这里将用shader实现一个UV旋转的动画。UV旋转实际上一个2D旋转,有关2D旋转的理论在这里。这边文章里讲得比较透彻,在这里我只需要拿到最终结果公式:
x' = r*cosα*cosθ - r*sinα*sinθ = x * cos θ – y * sin θ
y' = r*sinα*cosθ +r*cosα*sinθ = y * cos θ + x * sin θ
那么开始,同意需要声明一个变量来控制旋转方向和速度;
_Speed ("Speed", Float) = 200
接下来就要在frag函数里面操作UV,关键代码如下:
//将uv偏移0.5,使旋转中心到贴图中心 float2 uv=i.texcoord-0.5; //定义一个二元变量,存储时间变量的正弦和余弦值 float2 rotate = float2(cos(_Speed*_Time.x),sin(_Speed*_Time.x)); //获得旋转后的uv坐标值 uv=float2((uv.x*rotate.x-uv.y*rotate.y),(uv.x*rotate.y+uv.y*rotate.x)); //将偏移的uv偏移回来 uv+=0.5;
VF版本代码03
Shader "PengLu/Particle/RotationAdd" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 _Speed ("Speed", Float) = 200 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; fixed _Speed; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif float2 uv=i.texcoord-0.5; float2 rotate = float2(cos(_Speed*_Time.x),sin(_Speed*_Time.x)); uv=float2((uv.x*rotate.x-uv.y*rotate.y),(uv.x*rotate.y+uv.y*rotate.x)); uv+=0.5; return 2.0f * i.color * _TintColor * tex2D(_MainTex, uv); } ENDCG } } } }
VF版本代码03效果:
PS:贴图的Wrap Mode要设置成Clamp,原因你懂的
来自:https://blog.csdn.net/u011047171/article/details/46776713