Shader旋转穿越效果实现
游戏开发中,往往会用到一些屏幕特效。下图展现的是一种“旋屏”效果,它会旋转屏幕图像,且距离中心点越远的点旋转角度越大。这种效果特别适合营造“梦幻”感,比如,在RPG游戏中,经过一段“旋屏”特效,主角穿越到了10年前。
1、编写Shader
下面的着色器代码使用了顶点/片元着色器处理旋屏特效的功能。这里定义3个属性,其中_MainTex代表屏幕贴图,_Rot 代表基准的旋转角度。核心代码在片元着色器frag中实现。
如下图所示,屏幕图像被归一到[0,1]的空间中,中心点为(0.5,0.5)。假设某个点的uv坐标为(x,y),经过一系列处理,它的坐标变为(x1,y1),而(x1,y1)便是实现旋转效果后的uv坐标。
由“float distance = sqrt((i.uv.x - 0.5)*(i.uv.x - 0.5) +(i.uv.y - 0.5)*(i.uv.y - 0.5));”可以计算点到屏幕中心的距离distance。由于距离越远旋转角度越大,使用“_Rot *=distance”将角度增量基准与距离联系起来,即可获取需要旋转的角度:angle = _Rot*distance + A。
由反正切公式可得∠A = atan((y - 0.5)/(x - 0.5)),由于atan的取值为[-π/2,π/2],还需根据y值确定∠A所在的象限,故而∠A = step(x,0.5)*PI+ atan((y - 0.5)/(x - 0.5)) 。计算∠A 后,便可由angle = _Rot*distance + A计算总的旋转角度。
前面已经计算了点到屏幕中心的距离distance,故而:
x1 = 0.5 + distance *cos(angle)
y1 = 0.5 + distance *sin(angle)
Shader代码如下所示:
Shader "Custom/ScreenRot"
{
Properties
{
_MainTex ("Main Tex", 2D) = "white" {}
_Rot ("Rotation", float) = 0
}
SubShader
{
Tags {"Queue" = "Geometry"}
Pass
{
Tags {"LightMode" = "ForwardBase"}
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define PI 3.14159265358979
sampler2D _MainTex;
float _Rot;
struct a2v
{
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float distance = sqrt((i.uv.x - 0.5) * (i.uv.x - 0.5) + (i.uv.y - 0.5) * (i.uv.y - 0.5));
_Rot *= distance;
float angle = step(i.uv.x, 0.5) * PI + atan((i.uv.y - 0.5) / (i.uv.x - 0.5)) + _Rot;
i.uv.x = 0.5 + distance * cos(angle);
i.uv.y = 0.5 + distance * sin(angle);
fixed4 c = tex2D(_MainTex, i.uv);
return c;
}
ENDCG
}
}
FallBack "Specular"
}
C#脚本编写如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Oscillator : MonoBehaviour {
private float timeCounter = 0;
private float speed = 5;
float width = 4;
float height = 7;
public LineRenderer line;
public Material mtl;
float rot;
// Use this for initialization
void Start () {
//line.positionCount = 3;
//line.SetPosition(0, new Vector3(1, 1, 1));
//line.SetPosition(1, new Vector3(3, 3, 3));
//line.SetPosition(2, new Vector3(6, 6, 6));
}
// Update is called once per frame
void Update () {
//timeCounter += Time.deltaTime * speed;
//float x = Mathf.Cos(timeCounter) * width;
//float y = Mathf.Sin(timeCounter) * height;
//float z = 10;
//transform.position = new Vector3(x, y, z);
rot += 0.1f;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (rot == 0)
return;
mtl.SetFloat("_Rot", rot);
Graphics.Blit(source, destination, mtl);
}
}
最后再次附上原文链接:http://www.manew.com/thread-98320-1-1.html