科幻能量盾,技术美术教程
【USparkle专栏】如果你深怀绝技,爱“搞点研究”,乐于分享也博采众长,我们期待你的加入,让智慧的火花碰撞交织,让知识的传递生生不息!
一、演示效果
视频链接:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/1.mp4
二、搭建工程
新建工程,安装Universal RP,我的Unity版本是2022.2。
记得勾选DepthTexture和OpaqueTexture,之后会用到。
三、新建Shader
添加UV、法线等信息,用于后续计算:
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD1; float3 normal : TEXCOORD2; float3 worldPos : TEXCOORD3; float4 screenPos : TEXCOORD4; float4 localPos : TEXCOORD5; }; v2f vert (appdata v) { v2f o; o.vertex = TransformObjectToHClip(v.vertex.xyz); o.uv = v.uv; o.normal = TransformObjectToWorldNormal(v.normal); o.worldPos = TransformObjectToWorld(v.vertex.xyz); o.localPos = v.vertex; o.screenPos = o.vertex; #if UNITY_UV_STARTS_AT_TOP o.screenPos.y *= -1; #endif return o; }
四、边缘光
先添加边缘光,用模型法线和观察方向做点乘:
//Properties _RimPower ("RimPower", Float) = 1 [HDR] _RimColor ("RimColor", Color) = (1, 1, 1, 1) float _RimPower; float4 _RimColor; //frag float3 normal = normalize(i.normal); float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos); float ndv = dot(normal, viewDir); if(ndv < 0) { ndv = abs(ndv); } ndv = 1 - ndv; float rimIntensity = pow(ndv, _RimPower); finalColor += _RimColor * rimIntensity; finalColor.a = saturate(finalColor.a);
发觉忘记开Bloom了。
五、接触高亮
能量盾和其他物体接触时,需要有亮边,通过深度来实现。用盾像素点的屏幕坐标采样深度图,得到场景深度,再与像素点深度做比较,当两者足够接近时,显示亮边:
//Properties _IntersectionWidth ("IntersectionWidth", Float) = 1 [HDR] _IntersectionColor ("IntersectionColor", Color) = (1, 1, 1, 1) float _IntersectionWidth; float4 _IntersectionColor; sampler2D _CameraDepthTexture; //frag i.screenPos.xyz /= i.screenPos.w; float2 screenUV = i.screenPos.xy; screenUV = (screenUV + 1) / 2; float selfZ = i.screenPos.z; float sceneZ = tex2D(_CameraDepthTexture, screenUV).r; float linearSelfZ = LinearEyeDepth(selfZ, _ZBufferParams); float linearSceneZ = LinearEyeDepth(sceneZ, _ZBufferParams); float zDifference = linearSceneZ - linearSelfZ; if(zDifference < _IntersectionWidth) { float intersectionIntensity = (1 - zDifference / _IntersectionWidth); intersectionIntensity = saturate(intersectionIntensity); intersectionIntensity = pow(intersectionIntensity, 4); finalColor += _IntersectionColor * intersectionIntensity; finalColor.a = saturate(finalColor.a); }
六、贴图
接下来给能量盾添加贴图,球的UV是不均匀的,如果直接用UV采样贴图,贴图在顶部会被压缩,在中间区域会被拉伸。
这里我把2D贴图合成了Cubemap,用法线采样,并且判断了像素点是否是背面,如果是,则不显示贴图:
//Properties _PatternTex ("PatternTex", Cube) = "white" {} _PatternPower ("PatternPower", Float) = 1 [HDR] _PatternColor ("PatternColor", Color) = (1, 1, 1, 1) samplerCUBE _PatternTex; float _PatternPower; float4 _PatternColor; //frag int isFrontFace = 1; //...... if(ndv < 0) { isFrontFace = 0; } float patternIntensity = texCUBE(_PatternTex, normal).a * isFrontFace; patternIntensity *= pow(ndv, _PatternPower); finalColor += patternIntensity * _PatternColor; finalColor.a = saturate(finalColor.a);
接下来给贴图添加流动效果,用一张网格遮罩和贴图做叠加:
//Properties _Mask ("Mask", 2D) = "black" {} [HDR] _MaskColor ("MaskColor", Color) = (1, 1, 1, 1) sampler2D _Mask; float4 _Mask_ST; float4 _MaskColor; //frag float mask = 0; mask += tex2D(_Mask, i.uv * _Mask_ST.xx + _Mask_ST.zz * _Time.y).a; mask += tex2D(_Mask, i.uv * _Mask_ST.yy + _Mask_ST.ww * _Time.y).a; mask = saturate(mask); finalColor += patternIntensity * mask * _MaskColor; finalColor.a = saturate(finalColor.a);
视频演示1:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/12.mp4
视频演示2:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/13.mp4
七、溶解
接下来制作溶解效果,用像素点的y坐标控制溶解,再叠加噪声做不规则的轮廓:
//Properties _Noise ("Noise", 2D) = "white" {} _DissolveThreshold ("DissolveThreshold", Float) = 1 _DissolveWidth ("DissolveWidth", Float) = 0.1 [HDR] _DissolveColor ("DissolveColor", Color) = (1, 1, 1, 1) sampler2D _Noise; float4 _Noise_ST; float _DissolveThreshold; float _DissolveWidth; float4 _DissolveColor; //frag if(i.localPos.y > _DissolveThreshold) { discard; } else if(i.localPos.y > _DissolveThreshold - _DissolveWidth) { float t = (i.localPos.y - _DissolveThreshold + _DissolveWidth) / _DissolveWidth; float noise = tex2D(_Noise, i.uv * _Noise_ST.xy + _Noise_ST.zw * _Time.y); noise = lerp(1, noise * (1 - t), pow(t, 0.5)); if(noise > 0.5) { finalColor = _DissolveColor; }else { discard; } }
视频演示:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/14.mp4
八、颜色交互
接下来制作最复杂的交互功能,思路是用脚本把交互点、交互半径和交互颜色传入材质球,然后在Shader中计算像素点和交互点的距离,如果在半径内则显示相应的颜色。
新建Shield.cs脚本,这个脚本负责传递交互信息到材质球:
public class Shield : MonoBehaviour { private class InteractionData { public Color color; public Vector3 interactionStartPos; public float timer; } public List<Material> materials; private List<InteractionData> interactionDatas = new List<InteractionData>(); private void Update() { //...... for (int i = 0; i < materials.Count; i++) { materials[i].SetInt("_InteractionNumber", interactionDatas.Count); if (interactionDatas.Count > 0) { materials[i].SetVectorArray("_InteractionStartPosArray", interactionStartPosArray); materials[i].SetFloatArray("_InteractionInnerRadiusArray", interactionInnerRadiusArray); materials[i].SetFloatArray("_InteractionOuterRadiusArray", interactionOuterRadiusArray); materials[i].SetFloatArray("_InteractionAlphaArray", interactionAlphaArray); materials[i].SetColorArray("_InteractionColorArray", interactionColorArray); materials[i].SetFloatArray("_DistortAlphaArray", distortAlphaArray); } } } public void AddInteractionData(Vector3 pos, Color color) { if (interactionDatas.Count >= 100) { return; } InteractionData interactionData = new InteractionData(); interactionData.color = color; interactionData.interactionStartPos = pos; interactionDatas.Add(interactionData); } }
再新建ShootManager.cs脚本,在点击鼠标时,做射线检测,如果碰撞到能量盾,调用交互接口:
public class ShootManager : MonoBehaviour { [ColorUsage(true, true)] public Color interactionColor; private void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit hitInfo; bool hited = Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo, Mathf.Infinity); if (hited) { Shield.instance.AddInteractionData(hitInfo.point, interactionColor); } } } }
然后在Shader里计算像素点到交互点的距离:
//Properties int _InteractionNumber; float3 _InteractionStartPosArray[100]; float _InteractionInnerRadiusArray[100]; float _InteractionOuterRadiusArray[100]; float _InteractionAlphaArray[100]; float4 _InteractionColorArray[100]; float _DistortAlphaArray[100]; float GetInteractionIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) { float dist = distance(i.worldPos, startPos); if(dist > outerRadius || dist < innerRadius) { return 0; } else { float intensity = (dist - innerRadius) / (outerRadius - innerRadius); return intensity; } } //frag float interactionIntensity = 0; float4 interactionColor = 0; for(int iii = 0; iii < _InteractionNumber; iii++) { float tempInteractionIntensity = GetInteractionIntensity(i, _InteractionStartPosArray[iii], _InteractionInnerRadiusArray[iii], _InteractionOuterRadiusArray[iii]) * _InteractionAlphaArray[iii]; interactionIntensity += tempInteractionIntensity; interactionColor += _InteractionColorArray[iii] * tempInteractionIntensity; } interactionIntensity = saturate(interactionIntensity); finalColor += interactionColor; finalColor.a = saturate(finalColor.a);
视频演示:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/15.mp4
在交互区域,对贴图做提亮和扭曲:
//Properties _DistortNormal ("DistortNormal", 2D) = "bump" {} _DistortIntensity ("DistortIntensity", Float) = 1 sampler2D _DistortNormal; float4 _DistortNormal_ST; float _DistortIntensity; float GetDistortIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) { float dist = distance(i.worldPos, startPos); if(dist > outerRadius) { return 0; } else { float intensity = dist / outerRadius; return intensity; } } //frag float3 distortNormal = UnpackNormal(tex2D(_DistortNormal, i.uv * _DistortNormal_ST.xy + _DistortNormal_ST.zw * _Time.y)); distortNormal *= _DistortIntensity * distortIntensity; float distortIntensity = 0; for(int iii = 0; iii < _InteractionNumber; iii++) { //...... distortIntensity += GetDistortIntensity(i, _InteractionStartPosArray[iii], _InteractionInnerRadiusArray[iii], _InteractionOuterRadiusArray[iii]) * _DistortAlphaArray[iii]; distortIntensity = saturate(distortIntensity); } float patternIntensity = texCUBE(_PatternTex, normal + distortNormal).a * isFrontFace; patternIntensity *= pow(ndv + interactionIntensity, _PatternPower); finalColor += patternIntensity * _PatternColor; finalColor.a = saturate(finalColor.a);
视频演示:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/16.mp4
九、扭曲交互
交互功能还差最后一步。
先来做屏幕扭曲效果,原理是用一张法线贴图修改屏幕UV,然后采样_CameraOpaqueTexture。
再新建Shield_Distort.shader,把能量盾Shader里的代码复制过来,并添加以下语句:
sampler2D _CameraOpaqueTexture; float4 _CameraOpaqueTexture_TexelSize;
然后重写片元着色器,修改屏幕UV,采样_CameraOpaqueTexture:
float4 frag (v2f i) : SV_Target { float4 finalColor = 0; float distortIntensity = 0; for(int iii = 0; iii < _InteractionNumber; iii++) { distortIntensity += GetDistortIntensity(i, _InteractionStartPosArray[iii], _InteractionInnerRadiusArray[iii], _InteractionOuterRadiusArray[iii]) * _DistortAlphaArray[iii]; distortIntensity = saturate(distortIntensity); } float3 distortNormal = UnpackNormal(tex2D(_DistortNormal, i.uv * _DistortNormal_ST.xy + _DistortNormal_ST.zw * _Time.y)); distortNormal *= _DistortIntensity * distortIntensity; i.screenPos.xyz /= i.screenPos.w; float2 screenUV = i.screenPos.xy; screenUV = (screenUV + 1) / 2; finalColor = tex2D(_CameraOpaqueTexture, screenUV + distortNormal.xy * _CameraOpaqueTexture_TexelSize.xy); return finalColor; }
再把能量盾复制一份,换上新材质:
视频演示:
https://uwa-ducument-img.oss-cn-beijing.aliyuncs.com/Blog/USparkle_TAtutorial/18.mp4
至此,我们的能量盾就完成了!
十、源文件下载
Github:
https://github.com/MagicStones23/Unity-Shader-Tutorial-Interactable-Energy-Shield
百度网盘:
https://pan.baidu.com/s/1R58a9uPzq3pGugyFwZshEA?pwd=1111
提取码:1111
备注:工程中部分素材取自互联网,仅供学习交流使用,请勿在商业项目中使用。
这是侑虎科技第1423篇文章,感谢作者异世界的魔法石供稿。欢迎转发分享,未经作者授权请勿转载。如果您有任何独到的见解或者发现也欢迎联系我们,一起探讨。(QQ群:465082844)
作者主页:https://www.zhihu.com/people/shui-guai-76-84
再次感谢异世界的魔法石的分享,如果您有任何独到的见解或者发现也欢迎联系我们,一起探讨。(QQ群:465082844)