• Unity Shader 之 uv动画


    Unity 动画

    Unity Shader 内置时间变量

    引入时间变量

    名称 类型 描述
    _Time float4 t是自该场景加载开始所经过的时间,4个分量分别是(t/20, t, 2t, 3t)
    _SinTime float4 t是时间的正弦值,(t/8, t/4, t/2, t)
    _CosTime float4 t是时间的余弦值,(t/8, t/4, t/2, t)
    unity_DeltaTime float4 dt是时间增量,(dt, 1/dt, smoothDt, 1/smoothDt)

    纹理动画

    使用一张纹理实现的动画,用于代替复杂的粒子系统来模拟动画效果。

    动画纹理

    u方向动画与v方向动画对比

    纹理动画

    序列帧动画

    帧序列动画纹理

    代码:

    Shader "Unity Shaders Book/Chapter 11/Image Sequence Animation" {
    	Properties {
    		_Color ("Color Tint", Color) = (1, 1, 1, 1)
    		_MainTex ("Image Sequence", 2D) = "white" {}
        	_HorizontalAmount ("Horizontal Amount", Float) = 8
        	_VerticalAmount ("Vertical Amount", Float) = 8
        	_Speed ("Speed", Range(1, 100)) = 30
    	}
    	SubShader {
    		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
    		
    		Pass {
    			Tags { "LightMode"="ForwardBase" }
    			
    			ZWrite Off
    			Blend SrcAlpha OneMinusSrcAlpha
    			
    			CGPROGRAM
    			
    			#pragma vertex vert  
    			#pragma fragment frag
    			
    			#include "UnityCG.cginc"
    			
    			fixed4 _Color;
    			sampler2D _MainTex;
    			float4 _MainTex_ST;
    			float _HorizontalAmount;
    			float _VerticalAmount;
    			float _Speed;
    			
    			struct a2v {  
    			    float4 vertex : POSITION; 
    			    float2 texcoord : TEXCOORD0;
    			};  
    			
    			struct v2f {  
    			    float4 pos : SV_POSITION;
    			    float2 uv : TEXCOORD0;
    			};  
    			
    			v2f vert (a2v v) {  
    				v2f o;  
    				//将顶点坐标转换到裁剪空间坐标系并且
    				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);  
    				//o.texcoord = v.texcoord.xy *_MainTex_ST.xy+_MainTex_ST.zw 
    				//将纹理坐标映射到顶点上以及zw偏移
    				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);  
    				return o;
    			}
    			
    			fixed4 frag (v2f i) : SV_Target {
    				float time = floor(_Time.y * _Speed);  
    				float row = floor(time / _HorizontalAmount);    // /运算获取当前行
    				float column = time - row * _HorizontalAmount;  // %运算获取当前列
    				
    				//首先把原纹理坐标i.uv按行数和列数进行等分,然后使用当前的行列进行偏移
    				half2 uv = i.uv + half2(column, -row);
    				uv.x /= _HorizontalAmount;
    				uv.y /= _VerticalAmount;
    				
    				//纹理采样
    				fixed4 c = tex2D(_MainTex, uv);
    				c.rgb *= _Color;
    				
    				return c;
    			}
    			
    			ENDCG
    		}  
    	}
    	//FallBack "Transparent/VertexLit"
    }
    

    效果:

    帧序列动画

    滚动的背景

    Shader "Unity Shaders Book/Chapter 11/Scrolling Background" {
    	Properties {
    		_MainTex ("Base Layer (RGB)", 2D) = "white" {}
    		_DetailTex ("2nd Layer (RGB)", 2D) = "white" {}
    		_ScrollX ("Base layer Scroll Speed", Float) = 1.0
    		_Scroll2X ("2nd layer Scroll Speed", Float) = 1.0
    		_Multiplier ("Layer Multiplier", Float) = 1
    	}
    	SubShader {
    		Tags { "RenderType"="Opaque" "Queue"="Geometry"}
    		
    		Pass { 
    			Tags { "LightMode"="ForwardBase" }
    			
    			CGPROGRAM
    			
    			#pragma vertex vert
    			#pragma fragment frag
    			
    			#include "UnityCG.cginc"
    			
    			sampler2D _MainTex;
    			sampler2D _DetailTex;
    			float4 _MainTex_ST;
    			float4 _DetailTex_ST;
    			float _ScrollX;
    			float _Scroll2X;
    			float _Multiplier;
    			
    			struct a2v {
    				float4 vertex : POSITION;
    				float4 texcoord : TEXCOORD0;
    			};
    			
    			struct v2f {
    				float4 pos : SV_POSITION;
    				float4 uv : TEXCOORD0;
    			};
    			
    			v2f vert (a2v v) {
    				v2f o;
    				//将顶点坐标从模型空间转换到裁剪空间
    				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    				////将纹理坐标映射到顶点上以及zw偏移,并用ScrollX对x轴坐标进行偏移
    				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);
    				o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y);
    				
    				return o;
    			}
    			
    			fixed4 frag (v2f i) : SV_Target {
    				//纹理采样
    				fixed4 firstLayer = tex2D(_MainTex, i.uv.xy);
    				fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw);
    				//纹理混合
    				fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a);
    				c.rgb *= _Multiplier;
    				
    				return c;
    			}
    			
    			ENDCG
    		}
    	}
    	FallBack "VertexLit"
    }
    

    效果:

    滚动的背景

    顶点动画

    效果:

    Shader "Unity Shaders Book/Chapter 11/Water" {
    	Properties {
    		_MainTex ("Main Tex", 2D) = "white" {}
    		_Color ("Color Tint", Color) = (1, 1, 1, 1)
    		_Magnitude ("Distortion Magnitude", Float) = 1
     		_Frequency ("Distortion Frequency", Float) = 1
     		_InvWaveLength ("Distortion Inverse Wave Length", Float) = 10
     		_Speed ("Speed", Float) = 0.5
    	}
    	SubShader {
    		// Need to disable batching because of the vertex animation
    		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}
    		
    		Pass {
    			Tags { "LightMode"="ForwardBase" }
    			
    			ZWrite Off
    			Blend SrcAlpha OneMinusSrcAlpha
    			Cull Off
    			
    			CGPROGRAM  
    			#pragma vertex vert 
    			#pragma fragment frag
    			
    			#include "UnityCG.cginc" 
    			
    			sampler2D _MainTex;
    			float4 _MainTex_ST;
    			fixed4 _Color;
    			float _Magnitude;
    			float _Frequency;
    			float _InvWaveLength;
    			float _Speed;
    			
    			struct a2v {
    				float4 vertex : POSITION;
    				float4 texcoord : TEXCOORD0;
    			};
    			
    			struct v2f {
    				float4 pos : SV_POSITION;
    				float2 uv : TEXCOORD0;
    			};
    			
    			v2f vert(a2v v) {
    				v2f o;
    				
    				//顶点偏移量,只对x偏移
    				float4 offset;
    				offset.yzw = float3(0.0, 0.0, 0.0);
    				//Frequency控制频率f
    				//InvWaveLength控制波长L
    				//Magnitude控制幅度k
    				offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
    				o.pos = mul(UNITY_MATRIX_MVP, v.vertex + offset);
    				
    				//纹理采样
    				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    				//对v偏移,横向
    				o.uv +=  float2(0.0, _Time.y * _Speed);
    				
    				return o;
    			}
    			
    			fixed4 frag(v2f i) : SV_Target {
    				fixed4 c = tex2D(_MainTex, i.uv);
    				c.rgb *= _Color.rgb;
    				
    				return c;
    			} 
    			
    			ENDCG
    		}
    	}
    	FallBack "Transparent/VertexLit"
    }
    

    效果:

    顶点动画

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  • 原文地址:https://www.cnblogs.com/yoyo-sincerely/p/7941046.html
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