(转载)UnityShader学习笔记(七) 让贴图纹理动起来(河流瀑布特效、精灵序列帧实现)

时间:2024-03-06 10:46:14

大家好,我是Zander。这一章我们将使用纹理贴图实现动画、混合和真实特效来达到理想的效果。

纹理贴图可以使我们的着色器快速的实现逼真的效果,但是如果添加的纹理贴图过多,会非常影响游戏性能,特别是在移动设备上,需要将纹理贴图的数目降到最小,这样才能使应用程序加载更快,运行起来更加流畅。

下面带着大家用图片来实现一个河流的效果:

首先创建一个材质和一个新的着色器文件。为着色器添加属性如下:

 

Properties {
		_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_ScrollXSpeed ("X Scroll Speed",Range(0,10)) = 2
		_ScrollYSpeed ("Y Scroll Speed",Range(0,10)) = 2
	}

然后在SubShader中修改CGPROGRAM部分的CG属性,添加变量便于访问

 

                fixed4  _MianTint;
		fixed   _ScrollXSpeed;
		fixed   _ScrollYSpeed;
		sampler2D _MainTex;

修改surf()函数,通过tex2D()函数来改变UV坐标,然后使用内置的_Time变量来实现动态纹理

 

void surf (Input IN, inout SurfaceOutputStandard o) 
		{
		    //创建一个变量 存储图片UV
		    fixed2 scrolledUV  = IN.uv_MainTex;

			//创建临时变量存储 X Y 
			fixed xScrollValue  = _ScrollXSpeed * _Time;
			fixed yScrollValue  = _ScrollYSpeed * _Time;

			//计算X Y 的偏移
			scrolledUV += fixed2(xScrollValue,yScrollValue);

			half4 c = tex2D(_MainTex,scrolledUV);
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}


所用的贴图


运行Unity,就可以看到河流的效果了

全部代码如下:

 

Shader "Custom/TexSurfaceShader" {
	Properties {
		_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_ScrollXSpeed ("X Scroll Speed",Range(0,10)) = 2
		_ScrollYSpeed ("Y Scroll Speed",Range(0,10)) = 2
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		fixed4  _MianTint;
		fixed   _ScrollXSpeed;
		fixed   _ScrollYSpeed;
		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutputStandard o) 
		{
		    //创建一个变量 存储图片UV
		    fixed2 scrolledUV  = IN.uv_MainTex;

			//创建临时变量存储 X Y 
			fixed xScrollValue  = _ScrollXSpeed * _Time;
			fixed yScrollValue  = _ScrollYSpeed * _Time;

			//计算X Y 的偏移
			scrolledUV += fixed2(xScrollValue,yScrollValue);

			half4 c = tex2D(_MainTex,scrolledUV);
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}


接下来 我们来进一步扩展 。来实现一个类似于2D序列帧动画的效果。

首先准备一张序列帧的图,


创建一个新的材质 和一个shader,

在新的着色器中添加属性:

 

Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TexWidth("Sheet Width",float)=0.0
		_CellAmout("Cell Amount",float) = 0.0
		_Speed("Speed",Range(0.01,32)) = 12
	}

修改Surf()函数里面的内容:

 

void surf (Input IN, inout SurfaceOutputStandard o) 
		{
		    float2 spriteUV  = IN.uv_MainTex; //将输入的UV值存储到临时变量

			float cellPixelWidth  = _TexWidth/_CellAmout; //得到每个精灵的宽度
			float cellUVPercentage = cellPixelWidth/_TexWidth ;  //计算每个精灵在整张图中的百分比

			float timeVal = fmod(_Time.y *_Speed , _CellAmout);
			timeVal  = ceil(timeVal);

			float xValue  = spriteUV.x;

			//计算精灵在X方向上UV偏移量
			xValue += cellUVPercentage * timeVal * _CellAmout;  
			xValue *= cellUVPercentage;

			spriteUV = float2(xValue,spriteUV.y);
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, spriteUV) ;
			o.Albedo = c.rgb;
		
			o.Alpha = c.a;
		}

里面用到的两个数学函数:

 

函数 描述
fmod(x,y) 返回x/y的余数,符号同x。如果y为0,结果不可预料
ceil(x) 对输入参数向上取整

全部代码如下:

 

Shader "Custom/SpriteAnimationShader" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TexWidth("Sheet Width",float)=0.0
		_CellAmout("Cell Amount",float) = 0.0
		_Speed("Speed",Range(0.01,32)) = 12
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0


		sampler2D _MainTex;
		fixed  _TexWidth;
		fixed   _CellAmout;
		fixed   _Speed;


		struct Input {
			float2 uv_MainTex;
		};



		void surf (Input IN, inout SurfaceOutputStandard o) 
		{
		    float2 spriteUV  = IN.uv_MainTex; //将输入的UV值存储到临时变量

			float cellPixelWidth  = _TexWidth/_CellAmout; //得到每个精灵的宽度
			float cellUVPercentage = cellPixelWidth/_TexWidth ;  //计算每个精灵在整张图中的百分比

			float timeVal = fmod(_Time.y *_Speed , _CellAmout);
			timeVal  = ceil(timeVal);

			float xValue  = spriteUV.x;

			//计算精灵在X方向上UV偏移量
			xValue += cellUVPercentage * timeVal * _CellAmout;  
			xValue *= cellUVPercentage;

			spriteUV = float2(xValue,spriteUV.y);
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, spriteUV) ;
			o.Albedo = c.rgb;
		
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}


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作者:Zander_zhang
来源:CSDN
原文:https://blog.csdn.net/zjw1349547081/article/details/54341125