Unity Shader 使用鼠标绘制自由多边形

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原文链接 : http://www.manew.com/thread-98660-1-1.html


效果:



注意,基于 unity 5.4.1 或以上版本


shader 代码:

Shader "Unlit/polygon"{Properties      {          //定义基本属性,可以从编辑器里面进行设置的变量          // _MainTex ("Texture", 2D) = "white" {}      }  CGINCLUDE//从应用程序传入顶点函数的数据结构定义  struct appdata          {              float4 vertex : POSITION;              float2 uv : TEXCOORD0;          };          //从顶点函数传入片段函数的数据结构定义          struct v2f          {              float2 uv : TEXCOORD0;              float4 vertex : SV_POSITION;          };          //定义贴图变量          sampler2D _MainTex;          // float4 _MainTex_ST;          //定义与脚本进行通信的变量        vector Value[8];         int PointNum =0;        //计算两点间的距离的函数        float Dis(float4 v1,float4 v2)        {        return sqrt(pow((v1.x-v2.x),2)+pow((v1.y-v2.y),2));        }           //绘制线段        bool DrawLineSegment(float4 p1, float4 p2, float lineWidth,v2f i)        {            float4 center = float4((p1.x+p2.x)/2,(p1.y+p2.y)/2,0,0);            //计算点到直线的距离              float d = abs((p2.y-p1.y)*i.vertex.x + (p1.x - p2.x)*i.vertex.y +p2.x*p1.y -p2.y*p1.x )/sqrt(pow(p2.y-p1.y,2) + pow(p1.x-p2.x,2));              //小于或者等于线宽的一半时,属于直线范围              float lineLength = sqrt(pow(p1.x-p2.x,2)+pow(p1.y-p2.y,2));            if(d<=lineWidth/2 && Dis(i.vertex,center)<lineLength/2)              {                  return true;              }              return false;        }        //绘制多边形,这里限制了顶点数不超过6。可以自己根据需要更改。        bool pnpoly(int nvert, float4 vert[8], float testx, float testy)        {                        int i, j;            bool c=false;            float vertx[6];            float verty[6];            for(int n=0;n<nvert;n++)            {                vertx[n] = vert[n].x;                verty[n] = vert[n].y;            }            for (i = 0, j = nvert-1; i < nvert; j = i++) {            if ( ((verty[i]>testy) != (verty[j]>testy)) && (testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )               c = !c;            }            return c;        }                                v2f vert (appdata v)          {              v2f o;              //将物体顶点从模型空间换到摄像机剪裁空间,也可采用简写方式——o.vertex = UnityObjectToClipPos(v.vertex);              o.vertex = mul(UNITY_MATRIX_MVP,v.vertex);              //2D UV坐标变换,也可以采用简写方式——o.uv = TRANSFORM_TEX(v.uv, _MainTex);              //o.uv = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;              return o;          }                     fixed4 frag (v2f i) : SV_Target          {                     //绘制多边形顶点            for(int j=0;j<PointNum;j++)            {                if(Dis(i.vertex, Value[j])<3)                {                    return fixed4(1,0,0,0.5);                }            }            //绘制多边形的边            for(int k=0;k<PointNum;k++)            {                if(k==PointNum-1)                {                    if(DrawLineSegment(Value[k],Value[0],2,i))                    {                        return fixed4(1,1,0,0.5);                    }                }                else                {                    if(DrawLineSegment(Value[k],Value[k+1],2,i))                    {                        return fixed4(1,1,0,0.5);                    }                }            }            //填充多边形内部            if(pnpoly(PointNum, Value,i.vertex.x ,i.vertex.y))            {                return fixed4(0,1,0,0.3);            }            return fixed4(0,0,0,0);            //fixed4 col = tex2D(_MainTex, i.uv);             //return col;          }  ENDCG    SubShader      {          Tags { "RenderType"="Opaque" }          LOD 100          Pass          {              //选取Alpha混合方式              Blend  SrcAlpha OneMinusSrcAlpha              //在CGPROGRAM代码块中写自己的处理过程              CGPROGRAM              //定义顶点函数和片段函数的入口分别为vert和frag              #pragma vertex vert              #pragma fragment frag              //包含基本的文件,里面有一些宏定义和基本函数              #include "UnityCG.cginc"                                      ENDCG          }      }  }


C#绘制代码:

using UnityEngine;using System.Collections;[ExecuteInEditMode] public class Polygon : MonoBehaviour {public Material mat; //绑定材质Vector3[] worldPos; //存储获取的3D坐标Vector4[] screenPos; //存储待绘制的多边形顶点屏幕坐标int maxPointNum=8;  //多边形顶点总数int currentpointNum =0; //当前已经获得的顶点数int pointNum2Shader =0; //传递顶点数量给shaderbool InSelection=true; //是否处于顶点获取过程void Start () {worldPos = new Vector3[maxPointNum];screenPos = new Vector4[maxPointNum];}void Update () {mat.SetVectorArray("Value",screenPos); //传递顶点屏幕位置信息给shadermat.SetInt ("PointNum",pointNum2Shader); //传递顶点数量给shader//使用摄像机发射一条射线,以获取要选择的3D位置Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);  RaycastHit hit;  if (Physics.Raycast(ray, out hit, 100))  {  Debug.DrawLine(ray.origin, hit.point);   }  //利用鼠标点击来获取位置信息if (Input.GetMouseButtonDown (0)&& InSelection) {if (currentpointNum < maxPointNum) {currentpointNum++;pointNum2Shader++;worldPos[currentpointNum-1] = hit.point;Vector3 v3 = Camera.main.WorldToScreenPoint (worldPos [currentpointNum-1]);screenPos[currentpointNum-1] = new Vector4(v3.x,Screen.height-v3.y,v3.z,0);} else {InSelection = false;}}//实时更新已选择的3D点的屏幕位置for (int i = 0; i < maxPointNum; i++) {Vector3 v3 = Camera.main.WorldToScreenPoint (worldPos[i]);screenPos[i] = new Vector4(v3.x,Screen.height-v3.y,v3.z,0);}//检测是否有3D点移动到了摄像机后面,如果有,则停止绘制for (int i = 0; i < currentpointNum; i++) {if (Vector3.Dot(worldPos[i]- Camera.main.transform.position,Camera.main.transform.forward)<=0) {pointNum2Shader=0;break;}pointNum2Shader= currentpointNum;}}//抓取当前的渲染图像进行处理void OnRenderImage(RenderTexture src, RenderTexture dest) {  Graphics.Blit(src, dest, mat);  }  }




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