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Unity Shader實現圖形繪製(藍天白雲大海)

Unity Shader學習:2D圖形繪製(藍天白雲大海),供大家參考,具體內容如下

Unity Shader實現圖形繪製(藍天白雲大海)

基本是一些數學上的演算法

shader部分:

Shader "Unlit/2D-Ocean"
{
 Properties
 {
 _MainTex ("Texture",2D) = "white" {}
 _SunColor("SunColor",Color) = (1,1,1)
 _SunRoundColor("SunRoundColor",1)
 _WaveColor1("WaveColor1",1)
 _WaveColor2("WaveColor2",1)
 _WaveColor3("WaveColor3",1)
 _WaveColor4("WaveColor4",1)
 _WaveColor5("WaveColor5",1)
 _SkyColor("SkyColor",Color)=(0,1)
  _CloudPos1("CloudPos1",Vector)=(0,0)
 _CloudPos2("CloudPos2",Vector) = (0,0)
 _CloudPos3("CloudPos3",0)
 _CloudPos4("CloudPos4",0)
 _CloudPos5("CloudPos5",0)
 _WaveFactor1("WaveFactor1",0)
 _WaveFactor2("WaveFactor2",0)
 _WaveFactor3("WaveFactor3",0)
 _WaveFactor4("WaveFactor4",0)
 _WaveFactor5("WaveFactor5",0)
 _SunPos("SunPos",0)
 _SunRoundFactor("SunRoundFactor",Range(0.0,2.0)) = 0.1
 _SunSize("SunSize",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;
 
 //畫單個圓(uv,位置,大小,抗鋸齒)
 float4 Circle(float2 uv,float2 center,float size,float blur) {
 uv = uv - center;
 uv = uv / size;
 float len = length(uv);
 //長度大於一個半徑單位透明度為0,小於透明度為1
 float val = smoothstep(1.0,1.0-blur,len);
 return float4(1,val);
 }

 //畫單個雲
 float4 DrawCloud(float2 uv,float size) {
 uv = uv - center;
 uv = uv / size;
 float4 col = Circle(uv,float2(0.0,0.0),0.2,1);
 //將圓中不想要的部分剪下掉
 col = col * smoothstep(-0.1,-0.1 + 0.01,uv.y);
 //圓擺放不同位置組成雲
 col += Circle(uv,float2(0.15,-0.05),0.1,1);
 col += Circle(uv,-0.1),0.11,float2(-0.15,float2(-0.3,-0.08),float2(-0.2,0.15,1);
 return col;
 }

 //畫複數雲
 float4 DrawClouds(float2 uv) {
 uv.x += 0.03*_Time.y;
 //使得左右連續
 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;
 }

 //畫太陽光環
 float4 DrawSunCircle(float2 uv,float size) {
 uv = uv - center;
 uv = uv / size;
 //atan2返回點(x,y)與x軸的夾角,範圍(-π,π]
 //獲取極座標的θ角度
 float degree = atan2(uv.y,uv.x ) + _Time.y * -0.1;
 //uv向量離中心點距離
 //獲取極座標的r=x2+y2開方
 float len = length(uv);
 //根據極座標玫瑰線:r(θ)=a*sin(kθ)
 //求得r;a為擴散幅度,k為花瓣數*0.5
 float r = 0.3*abs(sin(degree*5.0));
 //畫花瓣
 //保留r值小於到中心點距離的所有畫素
 float sunRound= smoothstep(r + 0.1 + _SunRoundFactor,r + _SunRoundFactor,sunRound)*_SunRoundColor;
 }

 //畫波浪(引數:uv,頻率,振幅,整體高度,移動速度)
 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大於sin函式的部分透明度為0,小於的部分透明度為1
 float val = uv.y - sin(uv.x*waveFrequency)*waveAmplitude - waveHeight;
 val = smoothstep(0.001,0.0,val);
 return float4(1,val);
 }

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

 //混合圖層(b為前景,a為背景)
 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
 { 
 //太陽中心
 float4 sunCoreColor = Circle(i.uv,_SunPos.xy,_SunSize,0.05)*_SunColor;
 //太陽光環
 float4 sunAroundColor = DrawSunCircle(i.uv,_SunSize);
 //雲
 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);
 //圖層疊加
 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
 }
 }
}

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。