Unity 全局雾效Shader:基于摄像机距离的雾效渲染

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写在前面的话:
这个雾效大部分代码源自 冯乐乐的书籍:Unity shader 入门精要。
在书中的示例代码中,主要基于了屏幕高度,而对屏幕进行雾效的渲染。我将其中的部分shader代码修改后,实现了基于摄像机距离的雾效渲染。

先解释雾效shader代码的原理:
雾效的实现是基于屏幕后处理,即在摄像机上挂一个脚本,这个脚本中执行OnRenderImage函数,对摄像机所渲染得到的最终图像进行处理,进而表现出屏幕上有雾的效果。
而雾效shader中的处理方式是:先计算出屏幕上每一个像素基于摄像机的线性深度值,然后再通过插值的方式,根据摄像机在世界空间下的实际坐标,大致计算出屏幕上每一个像素的世界坐标。最后再根据像素的坐标,让它和雾的颜色进行一定程度的混合,例如像素越近显示得越清晰,而像素越远则雾的颜色越浓。

以下代码,c#脚本需要挂在场景中的主摄像机上,然后把shader文件拖到脚本对应的变量上就可以看最终效果,代码如下:

c#脚本 :

using System.Collections;using System.Collections.Generic;using UnityEngine;public class FogWithDepthTexture : MonoBehaviour{    public Shader fogShader;    private Material fogMaterial = null;    public Material material    {        get        {            //fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);            if (fogShader == null)            {                return null;            }            if (fogShader.isSupported && fogMaterial && fogMaterial.shader == fogShader)                return fogMaterial;            if (!fogShader.isSupported)            {                return null;            }            else            {                fogMaterial = new Material(fogShader);                fogMaterial.hideFlags = HideFlags.DontSave;                if (fogMaterial)                    return fogMaterial;                else                    return null;            }            //return fogMaterial;        }    }    private Camera myCamera;    public Camera camera    {        get        {            if(myCamera == null)            {                myCamera = transform.GetComponent<Camera>();            }            return myCamera;        }    }    public Transform cameraTransform    {        get        {            return camera.transform;        }    }    [Range(0.0f, 3.0f)]    public float fogDensity = 1.0f;    public Color fogColor = Color.white;    public float fogStart = 0.0f;    public float fogEnd = 2.0f;    private void OnEnable()    {        camera.depthTextureMode |= DepthTextureMode.Depth;    }    private void OnRenderImage(RenderTexture source, RenderTexture destination)    {        if(material != null)        {            Matrix4x4 frustumCorners = Matrix4x4.identity;            float fov = camera.fieldOfView;            float near = camera.nearClipPlane;            float far = camera.farClipPlane;            float aspect = camera.aspect;            float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);            Vector3 toRight = cameraTransform.right * halfHeight * aspect;            Vector3 toTop = cameraTransform.up * halfHeight;            Vector3 topLeft = cameraTransform.forward * near - toRight + toTop;            float scale = topLeft.magnitude / near;            topLeft.Normalize();            topLeft *= scale;            Vector3 topRight = cameraTransform.forward * near + toTop + toRight;            topRight.Normalize();            topRight *= scale;            Vector3 bottomLeft = cameraTransform.forward * near - toRight - toTop;            bottomLeft.Normalize();            bottomLeft *= scale;            Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;            bottomRight.Normalize();            bottomRight *= scale;            frustumCorners.SetRow(0, bottomLeft);            frustumCorners.SetRow(1, bottomRight);            frustumCorners.SetRow(2, topRight);            frustumCorners.SetRow(3, topLeft);            material.SetMatrix("_FrustumCornersRay", frustumCorners);            material.SetMatrix("_ViewProjectionInverseMatrix", (camera.projectionMatrix * camera.worldToCameraMatrix).inverse);            material.SetFloat("_FogDensity", fogDensity);            material.SetColor("_FogColor", fogColor);            material.SetFloat("_FogStart", fogStart);            material.SetFloat("_FogEnd", fogEnd);            Graphics.Blit(source, destination, material);        }        else        {            Graphics.Blit(source, destination);        }    }}

以下是shader代码:

Shader "Unlit/FogWithDepthTexture"{    Properties    {        _MainTex ("Texture", 2D) = "white" {}        _FogDensity("FogDensity",Float) = 1.0        _FogColor("FogColor",Color) = (1,1,1,1)        _FogStart("FogStart",Float) = 0.0        _FogEnd("FogEnd",Float) = 1.0    }    SubShader    {        CGINCLUDE            #include "UnityCG.cginc"            float4x4 _FrustumCornersRay;            sampler2D _MainTex;            half4 _MainTex_TexelSize;            sampler2D _CameraDepthTexture;            half _FogDensity;            fixed4 _FogColor;            float _FogStart;            float _FogEnd;            struct v2f            {                float4 pos : SV_POSITION;                half2 uv : TEXCOORD0;                half2 uv_depth : TEXCOORD1;                float4 interpolatedRay : TEXCOORD2;            };            v2f vert(appdata_img v)            {                v2f o;                o.pos = UnityObjectToClipPos(v.vertex);                o.uv = v.texcoord;                o.uv_depth = v.texcoord;                #if UNITY_UV_STARTS_AT_TOP                if(_MainTex_TexelSize.y < 0)                    o.uv_depth.y = 1 - o.uv_depth.y;                #endif                int index = 0;                if(v.texcoord.x < 0.5 && v.texcoord.y < 0.5)                {                    index = 0;                }                else if(v.texcoord.x > 0.5 && v.texcoord.y < 0.5)                {                    index = 1;                }                else if(v.texcoord.x > 0.5 && v.texcoord.y > 0.5)                {                    index = 2;                }                else                {                    index = 3;                }                #if UNITY_UV_STARTS_AT_TOP                if(_MainTex_TexelSize.y < 0)                    index = 3 - index;                #endif                o.interpolatedRay = _FrustumCornersRay[index];                return o;            }            float GetFogRatioByDistance(float3 worldPos)            {                float f = 1 - (_FogEnd - abs(worldPos.z - _WorldSpaceCameraPos.z))/(_FogEnd - _FogStart);                return f;            }            fixed4 frag(v2f i) : SV_Target            {                float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth));                float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;                //float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);    //若想基于屏幕高度来进行雾的渲染,可以使用这行代码,并屏蔽下面一行的代码                float fogDensity = GetFogRatioByDistance(worldPos);                fogDensity = saturate(fogDensity * _FogDensity);                fixed4 finalColor = tex2D(_MainTex,i.uv);                finalColor.rgb = lerp(finalColor.rgb,_FogColor.rgb,fogDensity);                return finalColor;            }        ENDCG        Pass        {            Ztest Always Cull Off Zwrite Off            CGPROGRAM                #pragma vertex vert                #pragma fragment frag            ENDCG        }    }    Fallback Off}

其中,调整FogStart 和 FogEnd变量,可以调整雾显示的远近和范围。

另外,目前使用的雾效是线性的雾效,也可以使用指数算法来实现雾效,效果可能会更真实一些。具体实现可以参考开头作者的书中的内容,或者搜索相关内容。

如果以上代码不能运行或者报错,可以在博客下面留言,至少在我机器上可以正常使用;
有任何问题也可以相互交流。

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