目录
一、基础版
二、Post Process 辉光Bloom效果 + 矩形渐隐
涉及知识点:Decal贴花、屏幕后处理Bloom、屏幕空间构建世界空间、ChracterController物体移动、Terrain地形创建
一、基础版
Unity 2019.4.0f1 普通渲染管线(非URP、非HDRP)
URP HDRP 在Unity 2021.2以上均可直接使用内置的贴花系统,具体网上有说明。
贴花物体是一个个Cube立方体,我将它拉长了Y轴 便于能接触到地面。
其中角色物体胶囊体要进行设置渲染层级,GetComponent<MeshRenderer>().material.renderQueue = 3001; //将人物放到贴花物体之后渲染,不被贴花物体影响
如这个Cube长方体就是红色边缘的Cube贴花,贴花颜色是红色。
贴花物体是透明层,不写入深度和深度检测,以及裁剪正面,不裁剪背面。
可参考:贴花(Decal)效果在Shader里是如何实现的_哔哩哔哩_bilibili
核心代码是DepthToWorldPosition,屏幕空间反向构建世界空间,很类似全局雾效,注意摄像机要开启深度贴图。摄像机挂上这个如下脚本设置:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OpenDepthTexture : MonoBehaviour
{
public DepthTextureMode mode;
private void Awake()
{
GetComponent<Camera>().depthTextureMode = mode;
}
}
Shader "Unlit/SimpleDecal"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
//Blend One DstAlpha
Blend SrcAlpha OneMinusSrcAlpha
//Blend One One
ZWrite Off
ZTest Off
Cull Front
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;
float4 screenPos : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraDepthTexture;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
float3 DepthToWorldPosition(float4 screenPos)
{
float depth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,screenPos)));//线性深度值
float4 ndcPos = (screenPos/screenPos.w) * 2 - 1; //除以w是归一化Unity提供的屏幕坐标[0,1] *2-1操作 转[-1,1]得到ndc(仅有x,y有效位)
float3 clipPos = float3(ndcPos.x, ndcPos.y, 1) * _ProjectionParams.z; //ndc补z位,直接用1 远平面值,之后乘以far远平面距离得到裁剪坐标
//clipPos还缺一个w,实际z值就是w值故完整clipPos是(clipPos.xyzz) 再直接转视图空间得到远平面的视图空间坐标点(即Depth为1的点)
float3 viewPos = mul(unity_CameraInvProjection, clipPos.xyzz).xyz * depth; //*depth相当于一个Lerp操作,depth是[0,1]范围的值,取到depth深度的视图点
float3 worldPos = mul(UNITY_MATRIX_I_V,float4(viewPos, 1)).xyz; //视图转世界坐标
return worldPos;
}
fixed4 frag (v2f i) : SV_Target
{
float3 worldPos = DepthToWorldPosition(i.screenPos);
float4 localPos = mul(unity_WorldToObject, float4(worldPos, 1.0));
clip(float3(0.5,0.5,0.5) - abs(localPos.xyz));
fixed2 decalUV = fixed2(localPos.x, localPos.z);
decalUV = decalUV + 0.5; //模型空间 [-0.5,0.5] => [0,1] uv空间
fixed4 color = tex2D(_MainTex, decalUV) * _Color;
return color;
}
ENDCG
}
}
}
玩家胶囊体脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player3D : MonoBehaviour
{
public GameObject greenPrefab;
public GameObject redPrefab;
public int size = 5;
public Terrain terrain;
private CharacterController characterController;
private float h;
private float v;
private float verticalVelocity;
public float moveSpeed = 1;
// Start is called before the first frame update
void Start()
{
Vector3 pos = transform.position;
int halfSize = Mathf.FloorToInt(size / 2);
for (int i = -halfSize; i <= halfSize; i++)
{
for (int j = -halfSize; j <= halfSize; j++)
{
int v = Mathf.Abs(i) + Mathf.Abs(j);
if (v <= halfSize)
{
GameObject go = GameObject.Instantiate(v == halfSize ? redPrefab : greenPrefab, transform);
go.transform.position = new Vector3(pos.x + i, pos.y, pos.z + j);
}
}
}
characterController = GetComponent<CharacterController>();
GetComponent<MeshRenderer>().material.renderQueue = 3001; //将人物放到贴花物体之后渲染,不被贴花物体影响
}
private void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 moveDir = transform.forward * v + transform.right * h;
if (!characterController.isGrounded)
{
verticalVelocity -= 9.8f * Time.deltaTime;
moveDir.y = verticalVelocity;
}
else
{
verticalVelocity = -0.5f;
}
characterController.Move(moveDir * moveSpeed * Time.deltaTime);
}
}
二、Post Process 辉光Bloom效果 + 矩形渐隐
Package Manager导入Post Processing
需确保摄像机开启HDR,查看相应的Graphics Settings设置
如果你的是安卓环境,那么就要去看安卓下的HDR是否开启,如果你是URP、HDRP,则是看对应管线资源的配置是否有开启HDR。
摄像机挂上后处理组件 Post-process Layer,并设置摄像机和Layer要勾选我们想要辉光效果的层级,例如自定义的HDR层
创建一个PostProcess空物体,添加如下图组件Post-process Volume,并且设置它的Layer为HDR
点击组件的New按钮会创建一个Profile资源,再点击Add effect... 添加Unity -> Bloom曝光效果
设置Intensity强度适当5~10左右
Threshold阈值[0,1]范围保持默认即可(如果你设置大于1会导致曝光效果几乎没有)
Soft Knee 软曝光?可以自定义
Diffusion 漫反射,当曝光的地形在有漫反射的物体上时会叠加漫反射的强度好像,反正我不需要拉到最左边即可(即1)其他请自行研究,如下图即可得到gif图效果,如果没有辉光说明Layer层级设置不对,所有需要辉光的物体都要设置Layer层级是HDR(由Post-process Layer指定的层级)
贴花Shader脚本修改如下:
Shader "Unlit/SimpleDecal"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[HDR]
_Color ("Color", Color) = (1,1,1,1)
_Range ("Range", Range(0,0.5)) = 0.45
_FadeIntensity ("Fade Intensity", float) = 2
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Off
Cull Front
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;
float4 screenPos : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraDepthTexture;
fixed4 _Color;
float _Range;
float _FadeIntensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
float3 DepthToWorldPosition(float4 screenPos)
{
float depth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,screenPos)));//线性深度值
float4 ndcPos = (screenPos/screenPos.w) * 2 - 1; //除以w是归一化Unity提供的屏幕坐标[0,1] *2-1操作 转[-1,1]得到ndc(仅有x,y有效位)
float3 clipPos = float3(ndcPos.x, ndcPos.y, 1) * _ProjectionParams.z; //ndc补z位,直接用1 远平面值,之后乘以far远平面距离得到裁剪坐标
//clipPos还缺一个w,实际z值就是w值故完整clipPos是(clipPos.xyzz) 再直接转视图空间得到远平面的视图空间坐标点(即Depth为1的点)
float3 viewPos = mul(unity_CameraInvProjection, clipPos.xyzz).xyz * depth; //*depth相当于一个Lerp操作,depth是[0,1]范围的值,取到depth深度的视图点
float3 worldPos = mul(UNITY_MATRIX_I_V,float4(viewPos, 1)).xyz; //视图转世界坐标
return worldPos;
}
fixed4 frag (v2f i) : SV_Target
{
float3 worldPos = DepthToWorldPosition(i.screenPos);
float4 localPos = mul(unity_WorldToObject, float4(worldPos, 1.0));
clip(float3(0.5,0.5,0.5) - abs(localPos.xyz));
fixed2 decalUV = fixed2(localPos.x, localPos.z);
decalUV = decalUV + 0.5; //模型空间 [-0.5,0.5] => [0,1] uv空间
fixed4 color = tex2D(_MainTex, decalUV) * _Color;
//由外到内渐隐 (圆形渐隐)
//float2 center = float2(0.5, 0.5);
//float alpha = lerp(0, distance(float2(0,0), center), distance(decalUV, center));
//color.a *= alpha;
//由外到内渐隐(矩形渐隐)
fixed2 uv = decalUV - 0.5; //转[-0.5,0.5]空间 方便计算
float x = abs(uv.x) - _Range;
float y = abs(uv.y) - _Range;
//float sum = x+y ;//max(0, x) + max(0, y);
float sum = max(x, y);
//color.a *= smoothstep(0, (0.5 - _Range) * 2, sum);
color.a *= smoothstep(0, (0.5 - _Range) * _FadeIntensity, sum);
return color;
}
ENDCG
}
}
}
有些bug就是Scene场景看不到贴花地形了,暂时没研究处来是啥情况