unity實現貼圖矩陣運算(旋轉平移縮放)
阿新 • • 發佈:2020-07-21
我們在shader中對貼圖處理時,有時候會有一些比較複雜的運算,比方說三角函式,開方等,一般情況下,如果可以在越上層做運算,效能會越高。C#> Vertex > fragment
因此,考慮到貼圖的旋轉用到的三角函式,可以使用在C#中傳入旋轉矩陣得到,然後使用uv直接乘以矩陣就可以了。
封裝了vmatrix4x4,分享一下:
using UnityEngine; namespace D11.Skin { public class VMatrix { public float[,] m; public VMatrix() { m = new float[4,4]; m[0,0] = 0.0f; m[0,1] = 0.0f; m[0,2] = 0.0f; m[0,3] = 0.0f; m[1,0] = 0.0f; m[1,1] = 0.0f; m[1,2] = 0.0f; m[1,3] = 0.0f; m[2,0] = 0.0f; m[2,1] = 0.0f; m[2,2] = 0.0f; m[2,3] = 0.0f; m[3,0] = 0.0f; m[3,1] = 0.0f; m[3,2] = 0.0f; m[3,3] = 0.0f; } public static void MatrixSetIdentity(VMatrix matrix) { matrix.m[0,0] = 1.0f; matrix.m[0,1] = 0.0f; matrix.m[0,2] = 0.0f; matrix.m[0,3] = 0.0f; matrix.m[1,0] = 0.0f; matrix.m[1,1] = 1.0f; matrix.m[1,2] = 0.0f; matrix.m[1,3] = 0.0f; matrix.m[2,0] = 0.0f; matrix.m[2,1] = 0.0f; matrix.m[2,2] = 1.0f; matrix.m[2,3] = 0.0f; matrix.m[3,0] = 0.0f; matrix.m[3,1] = 0.0f; matrix.m[3,2] = 0.0f; matrix.m[3,3] = 1.0f; } public static void MatrixBuildTranslation(VMatrix matrix,float x,float y,float z) { MatrixSetIdentity(matrix); matrix.m[0,3] = x; matrix.m[1,3] = y; matrix.m[2,3] = z; } public static void MatrixBuildTranslation(VMatrix matrix,Vector3 vec) { MatrixSetIdentity(matrix); matrix.m[0,3] = vec.x; matrix.m[1,3] = vec.y; matrix.m[2,3] = vec.z; } public static void MatrixBuildScale(VMatrix matrix,float z) { matrix.m[0,0] = x; matrix.m[0,1] = y; matrix.m[1,2] = z; matrix.m[2,3] = 1.0f; } public static void MatrixBuildScale(VMatrix matrix,Vector3 scale) { MatrixBuildScale(matrix,scale.x,scale.y,scale.z); } public static void MatrixBuildRotate(VMatrix matrix,float angleDegrees) { float radians = angleDegrees * (Mathf.PI / 180.0f); float fSin = Mathf.Sin(radians); float fCos = Mathf.Cos(radians); matrix.m[0,0] = fCos; matrix.m[0,1] = -fSin; matrix.m[0,0] = fSin; matrix.m[1,1] = fCos; matrix.m[1,3] = 1.0f; } public static VMatrix MatrixMultiply(VMatrix src1,VMatrix src2) { VMatrix dst = new VMatrix(); dst.m[0,0] = src1.m[0,0] * src2.m[0,0] + src1.m[0,1] * src2.m[1,2] * src2.m[2,3] * src2.m[3,0]; dst.m[0,1] = src1.m[0,1] + src1.m[0,1]; dst.m[0,2] = src1.m[0,2] + src1.m[0,2]; dst.m[0,3] = src1.m[0,3] + src1.m[0,3]; dst.m[1,0] = src1.m[1,0] + src1.m[1,0]; dst.m[1,1] = src1.m[1,1] + src1.m[1,1]; dst.m[1,2] = src1.m[1,2] + src1.m[1,2]; dst.m[1,3] = src1.m[1,3] + src1.m[1,3]; dst.m[2,0] = src1.m[2,0] + src1.m[2,0]; dst.m[2,1] = src1.m[2,1] + src1.m[2,1]; dst.m[2,2] = src1.m[2,2] + src1.m[2,2]; dst.m[2,3] = src1.m[2,3] + src1.m[2,3]; dst.m[3,0] = src1.m[3,0] + src1.m[3,0]; dst.m[3,1] = src1.m[3,1] + src1.m[3,1]; dst.m[3,2] = src1.m[3,2] + src1.m[3,2]; dst.m[3,3] = src1.m[3,3] + src1.m[3,3]; return dst; } public Vector4 MatrixGetCol(int nCol) { System.Diagnostics.Debug.Assert((nCol >= 0) && (nCol <= 3)); Vector4 vec; vec.x = m[0,nCol]; vec.y = m[1,nCol]; vec.z = m[2,nCol]; vec.w = m[3,nCol]; return vec; } public Vector4 MatrixGetRow(int nRow) { System.Diagnostics.Debug.Assert((nRow >= 0) && (nRow <= 3)); Vector4 vec; vec.x = m[nRow,0]; vec.y = m[nRow,1]; vec.z = m[nRow,2]; vec.w = m[nRow,3]; return vec; } public static VMatrix GetSRTMatrix(Vector2 scale,float rotation,Vector2 center,Vector2 translation) { VMatrix mat = new VMatrix(); VMatrix temp = new VMatrix(); MatrixBuildScale(mat,1.0f); MatrixBuildTranslation(temp,-center); mat = MatrixMultiply(temp,mat); MatrixBuildRotate(temp,rotation); mat = MatrixMultiply(temp,mat); MatrixBuildTranslation(temp,center.x + translation.x,center.y - translation.y,0.0f); mat = MatrixMultiply(temp,mat); return mat; } } }
呼叫方式:
VMatrix matrix = VMatrix.GetSRTMatrix(scale,-m_cur_rotate,center,translation + translationExtra); m_CRTTexture.material.SetVector("_SRT0",matrix.MatrixGetRow(0)); m_CRTTexture.material.SetVector("_SRT1",matrix.MatrixGetRow(1));
shader使用:
Properties { _SRT0("PatternSRT0",Vector) = (1,1,1) _SRT1("PatternSRT1",1) } Pass { float4 _SRT0; float4 _SRT1; float4 get_pattern_color(float2 uv) { float2 uv2; uv2.x = dot(uv,_SRT0.xy) + _SRT0.w; uv2.y = dot(uv,_SRT1.xy) + _SRT1.w; return tex2D(_PatternTexture,uv2); } }
感興趣的可以自己試一試
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