1. 程式人生 > >unity3d 溫度雲圖shader

unity3d 溫度雲圖shader

專案中用到關於溫度雲圖效果,但是本人對shader還沒入門,在網上找的一個牛人的shader 。起初直接copy下來shader 編譯報錯,經過排錯我把它修改編譯通過了(編譯版本unity 4.3),並把原始碼提供出來,希望可以幫助其他需要的人。

Shader "Custom/TemperatureField" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Point1("Temperature1",Range(0,100)) = 50
		_Point2("Temperature2",Range(0,100)) = 50
		_Point3("Temperature3",Range(0,100)) = 50
		_Point4("Temperature4",Range(0,100)) = 50
	}
	SubShader {
		AlphaTest Greater 0.1
		Pass {
		  CGPROGRAM
			#pragma exclude_renderers d3d11 xbox360 gles 
			#pragma target 3.0 
			#pragma vertex vert 
			#pragma fragment frag 
			#include "UnityCG.cginc" 
			sampler2D _MainTex; 
			float4 _MainTex_ST; 
			float _Point1; 
			float _Point2; 
			float _Point3; 
			float _Point4; 
			bool computer = false; 
			struct v2f { 
				float4 pos:SV_POSITION; 
				float2 uv:TEXCOORD0; 
			}; 
			v2f vert(appdata_base v) 
			{ 
				v2f o; 
				o.pos=mul(UNITY_MATRIX_MVP,v.vertex); 
				o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); 
				return o; 
			} 
			float computerTemperature(float2 uv) 
			{ 
				int plength = 3; 
				float _midPointX[3] = {0.2,0.8,0.5}; 
				float _midPointY[3] = {0.7,0.9,0.4}; 
				float _midPointT[3] = {10,20,90}; 
				float d1 = sqrt(uv.x*uv.x+uv.y*uv.y); 
				float d2 = sqrt((1-uv.x)*(1-uv.x)+(1-uv.y)*(1-uv.y)); 
				float d3 = sqrt(uv.x*uv.x+(1-uv.y)*(1-uv.y)); 
				float d4 = sqrt((1-uv.x)*(1-uv.x)+uv.y*uv.y); 
				float m = 1/d1+1/d2+1/d3+1/d4; 
				float n = 1/d1*_Point1+1/d2*_Point4+1/d3*_Point3+1/d4*_Point2; 
				for (int i = 0 ; i < plength ; i++) 
				{ 
					float dp = sqrt((uv.x-_midPointX[i])*(uv.x-_midPointX[i])+(uv.y-_midPointY[i])*(uv.y-_midPointY[i])); 
					m = m + 1/dp; 
					n = n + 1/dp*_midPointT[i]; 
				} 
				return n/m; 
			} 
			float4 frag(v2f i):COLOR 
			{ 
				float4 outp; 
				float4 texCol = tex2D(_MainTex,i.uv); 
				float temp = computerTemperature(i.uv); 
				//float temp = computeArray(i.uv); 
				//影象區域,判定設定為顏色的A > 0.5,輸出為材質顏色+光亮值 
				if(texCol.w>0.5) 
				{ 
					if(temp >= 60) 
						outp = float4(1,0,0,1)*(temp-60)/40+float4(1,1,0,1)*(1-(temp-60)/40); 
					else if(temp >= 30) 
						outp = float4(1,1,0,1)*(temp-30)/30+float4(0,1,0,1)*(1-(temp-30)/30); 
					else 
						outp = float4(0,1,0,1)*(temp)/30+float4(0,0,1,1)*(1-(temp)/30); 
				} 
				else 
					outp = float4(0,0,0,0); 
				return outp; 
			} 
		  ENDCG
		}
	} 
	FallBack "Diffuse"
}

我的專案中利用後的效果如下:


這只是簡單利用,其它複雜的效果還有待研究後提供出來;比如溫度監控點座標、監控溫度等。

原址:http://game.ceeger.com/forum/read.php?tid=9392&fid=2