unity3d 實現夜視儀效果
夜視儀效果經常用在FPS(第一人稱射擊)遊戲中,
先來看下我們的實現效果:
感覺還不錯
本次shader需要用到三種貼圖:
1.暈影貼圖:
給人一種正帶著夜視儀的感覺
2.噪波貼圖:
產生雪花狀噪波
3.掃描線貼圖:
增加夜視儀的真實感
先建立一個shader
先瀏覽一下變數:
_ScanLineTileTex; 掃描線效果的貼圖
噪波貼圖:
基於兩種顏色或材質的互動建立曲面的隨機擾動
通過對兩種顏色隨機混合,生成噪波效果
_NoiseTex; 噪波貼圖
_VignetteTex
_Contrast;對比度
顏色的鮮明程度
_Brightness;亮度
_RandomValue;隨機值,用在噪波貼圖隨機uv擾動
_distortion;桶形畸變的扭曲程度
_scale;螢幕放縮比例
_ScanLineTileAmount;掃描線數量(不是確切數量,指程度大小)
_NoiseXSpeed;噪波x方向速度
_NoiseYSpeed;噪波y方向速度
_NightVisionColor;夜視儀顏色
Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Contrast("Contrast", Range(0, 4)) = 2 _Brightness ("Brightness", Range(0, 2)) = 1 _NightVisionColor ("Night Vision Color", Color) = (1, 1, 1, 1) _RandomValue ("RandomValue", Float) = 0 _distortion("distortion", Float) = 0.2 _scale("scale", Float) = 0.8 _VignetteTex("Vignette Texture", 2D) = "white" {} _ScanLineTileTex("Scan Line Tile Texture", 2D) = "white" {} _ScanLineTileAmount("Scan Line Tile Amount", Float) = 4.0 _NoiseTex("Noise Texture", 2D) = "white" {} _NoiseXSpeed("Noise X Speed", Float) = 100.0 _NoiseYSpeed("Noise Y Speed", Float) = 100.0 } SubSha
我們還要宣告一下:
#pragma vertex vert_img 傳入的畫素資訊為vert_img
#pragma fragment frag
片元著色函式為frag
#pragma fragmentoption ARB_precision_hint_fastest
片元著色選項。ARB_precision_hint_fastest使用這個標誌可以fp16的對畫素進行運算,加快渲染
#pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest
鏡頭桶形失真校正演算法,產生桶形畸變效果
將矩形物體拍攝成四邊向外凸形成桶形的影像,就稱鏡頭具有負畸變,或桶形畸變
一會需要用此對uv進行變換
傳入uv值float2 coord
傳出扭曲的uv值
產生了鏡頭的感覺,增加真實感
float2 barrelDistortion(float2 coord)
{
float2 h = coord.xy - float2(0.5, 0.5);
float r2 = h.x * h.x + h.y * h.y;
float f = 1.0 + r2 * (_distortion * sqrt(r2));
return f * _scale * h + 0.5;
}
然後我們開始在frag函式中對片元進行著色
從剛才的桶形畸變函式傳出經過處理得uv值distortedUV
獲得當前傳入攝像頭的畫素資訊renderTex
獲取暈影貼影象素資訊
vignetteTex = tex2D(_VignetteTex, distortedUV);
掃描線uv 可控掃描線數量
scanLinesUV = half2(i.uv.x * _ScanLineTileAmount, i.uv.y * _ScanLineTileAmount);
獲取掃描線貼影象素資訊
scanLineTex = tex2D(_ScanLineTileTex, scanLinesUV);
噪波貼圖uv
根據時間與隨機值變換uv產生擾動效果
noiseUV = half2(i.uv.x + (_RandomValue * _SinTime.z * _NoiseXSpeed),i.uv.y + (_Time.x * _NoiseYSpeed));
獲取噪波貼影象素資訊
fixed4 noiseTex = tex2D(_NoiseTex, noiseUV);
lum 即 luminosity 亮度值
lum = dot (fixed3(0.299, 0.587, 0.114), renderTex.rgb);
lum += _Brightness;//加上可自控的亮度
使飽和度調為零,變成黑白效果,再與夜視鏡顏色混合
fixed4 finalColor = (lum *2) + _NightVisionColor;
再與三種貼圖顏色混合得到最終顏色值
finalColor = pow(finalColor, _Contrast);
finalColor *= vignetteTex;
finalColor *= scanLineTex * noiseTex;
shader就ok了
fixed4 frag(v2f_img i/*畫素資訊*/) : COLOR// 片元著色函式
{
half2 distortedUV = barrelDistortion(i.uv); //桶形畸變uv
fixed4 renderTex = tex2D(_MainTex, distortedUV);
fixed4 vignetteTex = tex2D(_VignetteTex, distortedUV); //暈影貼圖
//掃描線uv 可控掃描線數量
half2 scanLinesUV = half2(i.uv.x * _ScanLineTileAmount, i.uv.y * _ScanLineTileAmount);//_ScanLineTileAmount大小無限制
fixed4 scanLineTex = tex2D(_ScanLineTileTex, scanLinesUV);
//噪波貼圖uv
half2 noiseUV = half2(i.uv.x + (_RandomValue * _SinTime.z * _NoiseXSpeed),i.uv.y + (_Time.x * _NoiseYSpeed));
fixed4 noiseTex = tex2D(_NoiseTex, noiseUV);
//lum = luminosity 亮度
fixed lum = dot (fixed3(0.299, 0.587, 0.114), renderTex.rgb);
lum += _Brightness;//加上可自控的亮度
//飽和度調為零,變成黑白效果,再與夜視鏡顏色混合
fixed4 finalColor = (lum *2) + _NightVisionColor;//
finalColor = pow(finalColor, _Contrast);//對比度
finalColor *= vignetteTex;//與暈影貼圖混合
finalColor *= scanLineTex * noiseTex;
return finalColor;
}
接下來看看放入攝像頭中的c#指令碼
建立一個c#指令碼
先賦予變數,與上面的shader的變數都差不多,
這就是一會要傳入shader的值
<span style="font-size:12px;"> #region Variables
public Shader nightVisionShader;
public float contrast = 2.0f;
public float brightness = 1.0f;
public Color nightVisionColor = Color.white;
public Texture2D vignetteTexture;
public Texture2D scanLineTexture;
public float scanLineTileAmount = 4.0f;
public Texture2D nightVisionNoise;
public float noiseXSpeed = 100.0f;
public float noiseYSpeed = 100.0f;
public float distortion = 0.2f;
public float scale = 0.8f;
private float randomValue = 0.0f;
private Material curMaterial;
#endregion</span>
動態建立一個紋理
<span style="font-size:12px;"> #region Properties
Material material
{
get
{
if(curMaterial == null)
{
curMaterial = new Material(nightVisionShader);
curMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return curMaterial;
}
}
#endregion</span>
依舊需要 OnRenderImage()這個函式抓取攝像機的影象
然後我們把各種變數傳入shader
通過 Graphics.Blit() 這個函式
可以經過shader的變換處理在輸出到我們的顯示器中
<span style="font-size:12px;">void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if(nightVisionShader != null)
{
material.SetFloat("_Contrast", contrast);
material.SetFloat("_Brightness", brightness);
material.SetColor("_NightVisionColor", nightVisionColor);
material.SetFloat("_RandomValue", randomValue);
material.SetFloat("_distortion", distortion);
material.SetFloat("_scale",scale);
if(vignetteTexture)
{
material.SetTexture("_VignetteTex", vignetteTexture);
}
if(scanLineTexture)
{
material.SetTexture("_ScanLineTileTex", scanLineTexture);
material.SetFloat("_ScanLineTileAmount", scanLineTileAmount);
}
if(nightVisionNoise)
{
material.SetTexture("_NoiseTex", nightVisionNoise);
material.SetFloat("_NoiseXSpeed", noiseXSpeed);
material.SetFloat("_NoiseYSpeed", noiseYSpeed);
}
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}</span>
一切ok之後,在指令碼調好各種值之後
讓我們來看看效果
立馬FPS了的感覺= =;
以下全部程式碼:
c#:
<span style="font-size:12px;">using UnityEngine;
using System.Collections;
public class night : MonoBehaviour
{
#region Variables
public Shader nightVisionShader;
public float contrast = 2.0f;
public float brightness = 1.0f;
public Color nightVisionColor = Color.white;
public Texture2D vignetteTexture;
public Texture2D scanLineTexture;
public float scanLineTileAmount = 4.0f;
public Texture2D nightVisionNoise;
public float noiseXSpeed = 100.0f;
public float noiseYSpeed = 100.0f;
public float distortion = 0.2f;
public float scale = 0.8f;
private float randomValue = 0.0f;
private Material curMaterial;
#endregion
#region Properties
Material material
{
get
{
if(curMaterial == null)
{
curMaterial = new Material(nightVisionShader);
curMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return curMaterial;
}
}
#endregion
void Start()
{
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
if(!nightVisionShader && !nightVisionShader.isSupported)
{
enabled = false;
}
}
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if(nightVisionShader != null)
{
material.SetFloat("_Contrast", contrast);
material.SetFloat("_Brightness", brightness);
material.SetColor("_NightVisionColor", nightVisionColor);
material.SetFloat("_RandomValue", randomValue);
material.SetFloat("_distortion", distortion);
material.SetFloat("_scale",scale);
if(vignetteTexture)
{
material.SetTexture("_VignetteTex", vignetteTexture);
}
if(scanLineTexture)
{
material.SetTexture("_ScanLineTileTex", scanLineTexture);
material.SetFloat("_ScanLineTileAmount", scanLineTileAmount);
}
if(nightVisionNoise)
{
material.SetTexture("_NoiseTex", nightVisionNoise);
material.SetFloat("_NoiseXSpeed", noiseXSpeed);
material.SetFloat("_NoiseYSpeed", noiseYSpeed);
}
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update()
{
contrast = Mathf.Clamp(contrast, 0f,4f);
brightness = Mathf.Clamp(brightness, 0f, 2f);
randomValue = Random.Range(-1f,1f);
distortion = Mathf.Clamp(distortion, -1f,1f);
scale = Mathf.Clamp(scale, 0f, 3f);
}
void OnDisable()
{
if(curMaterial)
{
DestroyImmediate(curMaterial);
}
}
}</span>
shader:
<span style="font-size:12px;">Shader "Custom/shaderTest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Contrast("Contrast", Range(0, 4)) = 2
_Brightness ("Brightness", Range(0, 2)) = 1
_NightVisionColor ("Night Vision Color", Color) = (1, 1, 1, 1)
_RandomValue ("RandomValue", Float) = 0
_distortion("distortion", Float) = 0.2
_scale("scale", Float) = 0.8
_VignetteTex("Vignette Texture", 2D) = "white" {}
_ScanLineTileTex("Scan Line Tile Texture", 2D) = "white" {}
_ScanLineTileAmount("Scan Line Tile Amount", Float) = 4.0
_NoiseTex("Noise Texture", 2D) = "white" {}
_NoiseXSpeed("Noise X Speed", Float) = 100.0
_NoiseYSpeed("Noise Y Speed", Float) = 100.0
}
SubShader {
Pass {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest//使用這個標誌可以fp16的對畫素進行運算
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _ScanLineTileTex;//掃描線效果的貼圖
//噪波貼圖基於兩種顏色或材質的互動建立曲面的隨機擾動
//通過對兩種顏色隨機混合,生成噪波效果
uniform sampler2D _NoiseTex;//噪波貼圖
uniform sampler2D _VignetteTex;//裝飾圖案,小插圖,此處為暈影貼圖
fixed _Contrast;//對比度
fixed _Brightness;//亮度
fixed _RandomValue;//隨機值,用在噪波貼圖隨機uv擾動
fixed _distortion;//扭曲
fixed _scale;//螢幕比例
fixed _ScanLineTileAmount;//掃描線數量
fixed _NoiseXSpeed;//噪波x方向速度
fixed _NoiseYSpeed;//噪波y方向速度
fixed4 _NightVisionColor;//夜視鏡顏色
struct Input {
float2 uv_MainTex;
};
float2 barrelDistortion(float2 coord)
{
float2 h = coord.xy - float2(0.5, 0.5);
float r2 = h.x * h.x + h.y * h.y;
float f = 1.0 + r2 * (_distortion * sqrt(r2));
return f * _scale * h + 0.5;
}
fixed4 frag(v2f_img i/*畫素資訊*/) : COLOR// 片元著色函式
{
half2 distortedUV = barrelDistortion(i.uv); //桶形畸變uv
fixed4 renderTex = tex2D(_MainTex, distortedUV);
fixed4 vignetteTex = tex2D(_VignetteTex, distortedUV); //暈影貼圖
//掃描線uv 可控掃描線數量
half2 scanLinesUV = half2(i.uv.x * _ScanLineTileAmount, i.uv.y * _ScanLineTileAmount);//_ScanLineTileAmount大小無限制
fixed4 scanLineTex = tex2D(_ScanLineTileTex, scanLinesUV);
//噪波貼圖uv
half2 noiseUV = half2(i.uv.x + (_RandomValue * _SinTime.z * _NoiseXSpeed),i.uv.y + (_Time.x * _NoiseYSpeed));
fixed4 noiseTex = tex2D(_NoiseTex, noiseUV);
//lum = luminosity 亮度
fixed lum = dot (fixed3(0.299, 0.587, 0.114), renderTex.rgb);
lum += _Brightness;//加上可自控的亮度
//飽和度調為零,變成黑白效果,再與夜視鏡顏色混合
fixed4 finalColor = (lum *2) + _NightVisionColor;//
finalColor = pow(finalColor, _Contrast);//對比度
finalColor *= vignetteTex;//與暈影貼圖混合
finalColor *= scanLineTex * noiseTex;
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
} </span>
------------- by wolf96