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UnityShader实现图形绘制的方法-创新互联

这篇文章主要讲解了Unity Shader实现图形绘制的方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。

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Unity Shader学习:2D图形绘制(蓝天白云大海),供大家参考,具体内容如下

Unity Shader实现图形绘制的方法

基本是一些数学上的算法

shader部分:

Shader "Unlit/2D-Ocean"
{
 Properties
 {
 _MainTex ("Texture", 2D) = "white" {}
 _SunColor("SunColor",Color) = (1,1,1,1)
 _SunRoundColor("SunRoundColor",Color) = (1,0,0,1)
 _WaveColor1("WaveColor1",Color) = (1,1,1,1)
 _WaveColor2("WaveColor2",Color) = (1,1,1,1)
 _WaveColor3("WaveColor3",Color) = (1,1,1,1)
 _WaveColor4("WaveColor4",Color) = (1,1,1,1)
 _WaveColor5("WaveColor5",Color) = (1,1,1,1)
 _SkyColor("SkyColor",Color)=(0,1,0,1)
  _CloudPos1("CloudPos1",Vector)=(0,0,0,0)
 _CloudPos2("CloudPos2",Vector) = (0,0,0,0)
 _CloudPos3("CloudPos3",Vector) = (0,0,0,0)
 _CloudPos4("CloudPos4",Vector) = (0,0,0,0)
 _CloudPos5("CloudPos5",Vector) = (0,0,0,0)
 _WaveFactor1("WaveFactor1",Vector)=(0,0,0,0)
 _WaveFactor2("WaveFactor2",Vector) = (0,0,0,0)
 _WaveFactor3("WaveFactor3",Vector) = (0,0,0,0)
 _WaveFactor4("WaveFactor4",Vector) = (0,0,0,0)
 _WaveFactor5("WaveFactor5",Vector) = (0,0,0,0)
 _SunPos("SunPos",Vector)=(0,0,0,0)
 _SunRoundFactor("SunRoundFactor",Range(0.0,2.0)) = 0.1
 _SunSize("SunSize",Range(0.0,1.0)) = 1.0
 }
 SubShader
 {
 Tags { "RenderType"="Transparent" }
 LOD 100

 Blend SrcAlpha OneMinusSrcAlpha
 Pass
 {
 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag 
 #include "UnityCG.cginc"

 struct appdata
 {
 float4 vertex : POSITION;
 float2 uv : TEXCOORD0;
 };

 struct v2f
 {
 float2 uv : TEXCOORD0;
 float4 vertex : SV_POSITION;
 };

 sampler2D _MainTex;
 float4 _MainTex_ST;
 float4 _CloudPos1;
 float4 _CloudPos2;
 float4 _CloudPos3;
 float4 _CloudPos4;
 float4 _CloudPos5;
 float4 _WaveColor1;
 float4 _WaveColor2;
 float4 _WaveColor3;
 float4 _WaveColor4;
 float4 _WaveColor5;
 float4 _WaveFactor1;
 float4 _WaveFactor2;
 float4 _WaveFactor3;
 float4 _WaveFactor4;
 float4 _WaveFactor5;
 float4 _SunColor;
 float4 _SunRoundColor;
 float4 _SunPos;
 float _SunRoundFactor;
 float _SunSize;
 float4 _SkyColor;
 
 //画单个圆(uv,位置,大小,抗锯齿)
 float4 Circle(float2 uv, float2 center, float size, float blur) {
 uv = uv - center;
 uv = uv / size;
 float len = length(uv);
 //长度大于一个半径单位透明度为0,小于透明度为1
 float val = smoothstep(1.0,1.0-blur, len);
 return float4(1, 1, 1, val);
 }

 //画单个云
 float4 DrawCloud(float2 uv, float2 center, float size) {
 uv = uv - center;
 uv = uv / size;
 float4 col = Circle(uv, float2(0.0, 0.0), 0.2, 1);
 //将圆中不想要的部分剪切掉
 col = col * smoothstep(-0.1, -0.1 + 0.01, uv.y);
 //圆摆放不同位置组成云
 col += Circle(uv, float2(0.15, -0.05), 0.1, 1);
 col += Circle(uv, float2(0.0, -0.1), 0.11, 1);
 col += Circle(uv, float2(-0.15, -0.1), 0.1, 1);
 col += Circle(uv, float2(-0.3, -0.08), 0.1, 1);
 col += Circle(uv, float2(-0.2, 0.0), 0.15, 1);
 return col;
 }

 //画复数云
 float4 DrawClouds(float2 uv) {
 uv.x += 0.03*_Time.y;
 //使得左右连续
 uv.x = frac(uv.x + 0.5) - 0.5;
 float4 col = DrawCloud(uv, _CloudPos1.xy, 0.1);
 col += DrawCloud(uv, _CloudPos2.xy, 0.12);
 col += DrawCloud(uv, _CloudPos3.xy, 0.14);
 col += DrawCloud(uv, _CloudPos4.xy, 0.16);
 col += DrawCloud(uv, _CloudPos5.xy, 0.18);
 return col;
 }

 //画太阳光环
 float4 DrawSunCircle(float2 uv,float2 center,float size) {
 uv = uv - center;
 uv = uv / size;
 //atan2返回点(x,y)与x轴的夹角,范围(-π,π]
 //获取极坐标的θ角度
 float degree = atan2(uv.y , uv.x ) + _Time.y * -0.1;
 //uv向量离中心点距离
 //获取极坐标的r=x2+y2开方
 float len = length(uv);
 //根据极坐标玫瑰线:r(θ)=a*sin(kθ)
 //求得r;a为扩散幅度,k为花瓣数*0.5
 float r = 0.3*abs(sin(degree*5.0));
 //画花瓣
 //保留r值小于到中心点距离的所有像素
 float sunRound= smoothstep(r + 0.1 + _SunRoundFactor, r + _SunRoundFactor, len);
 return float4(1,1,1,sunRound)*_SunRoundColor;
 }

 //画波浪(参数:uv,频率,振幅,整体高度,移动速度)
 float4 DrawWave(float2 uv,float waveFrequency,float waveAmplitude,float waveHeight,float speed) {
 uv.x += speed * _Time.y;
 uv.y += sin(_Time.y+waveHeight)*0.02;
 //uv.y大于sin函数的部分透明度为0,小于的部分透明度为1
 float val = uv.y - sin(uv.x*waveFrequency)*waveAmplitude - waveHeight;
 val = smoothstep(0.001,0.0, val);
 return float4(1, 1, 1, val);
 }

 //画背景
 float4 DrawBackground(float2 uv) {
 float4 val = lerp(float4(1,1,1,1), _SkyColor, uv.y);
 return val;
 }

 //混合图层(b为前景,a为背景)
 float4 LerpImages(float4 a, float4 b) {
 return float4(lerp(a, b, b.a).rgb, a.a + b.a);
 }

 v2f vert (appdata v)
 {
 v2f o;
 o.vertex = UnityObjectToClipPos(v.vertex);
 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 return o;
 }
 
 float4 frag (v2f i) : SV_Target
 { 
 //太阳中心
 float4 sunCoreColor = Circle(i.uv, _SunPos.xy, _SunSize, 0.05)*_SunColor;
 //太阳光环
 float4 sunAroundColor = DrawSunCircle(i.uv, _SunPos.xy, _SunSize);
 //云
 float4 cloudsColor = DrawClouds(i.uv);
 //波浪
 float4 wave1 = DrawWave(i.uv, _WaveFactor1.x, _WaveFactor1.y, _WaveFactor1.z, _WaveFactor1.w)*_WaveColor1;
 float4 wave2 = DrawWave(i.uv, _WaveFactor2.x, _WaveFactor2.y, _WaveFactor2.z, _WaveFactor2.w)*_WaveColor2;
 float4 wave3 = DrawWave(i.uv, _WaveFactor3.x, _WaveFactor3.y, _WaveFactor3.z, _WaveFactor3.w)*_WaveColor3;
 float4 wave4 = DrawWave(i.uv, _WaveFactor4.x, _WaveFactor4.y, _WaveFactor4.z, _WaveFactor4.w)*_WaveColor4;
 float4 wave5 = DrawWave(i.uv, _WaveFactor5.x, _WaveFactor5.y, _WaveFactor5.z, _WaveFactor5.w)*_WaveColor5;
 //背景
 float4 backgroundColor = DrawBackground(i.uv);
 //图层叠加
 float4 finalColor = LerpImages(backgroundColor, sunAroundColor);
 finalColor = LerpImages(finalColor, sunCoreColor);
 finalColor= LerpImages(finalColor, wave1);
 finalColor = LerpImages(finalColor, wave2);
 finalColor = LerpImages(finalColor, wave3);
 finalColor = LerpImages(finalColor, wave4);
 finalColor = LerpImages(finalColor, wave5);
 finalColor = LerpImages(finalColor, cloudsColor);
 return finalColor;
 }
 ENDCG
 }
 }
}

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