文/侑虎科技邓佳迪
作者个人主页:https://zhuanlan.zhihu.com/p/34806560,同时,作者也是U Sparkle活动参与者哦,UWA欢迎更多开发朋友加入U Sparkle开发者计划,这个舞台有你更精彩!
这篇文章主要和大家聊一聊带波浪的地面的实现,以及场景特效的实现方法。如下图所示,地板随时间以波浪状变化,角色在地板上走的时候会随着它的波浪高低起伏。
波浪函数的实现,这里是函数实现,用的是两个方向的波进行叠加,波纹随时间变化。即构造一个全局函数,因为c#代码和Shader代码里都要使用,所以这是一个以World-Space的坐标x,z,以及游戏时间Time.time为变量的,以波浪高度y为结果的函数。使用的波纹函数为三角函数:
两路波形线性叠加,具体实现如下:
- [SerializeField] float height1 = 1f;
- [SerializeField] float frequency1 = 1f;
- [SerializeField] float wavelength1 = 1f;
- [SerializeField] Vector3 wave1Direction;
- [SerializeField] float height2 = 1f;
- [SerializeField] float frequency2 = 1f;
- [SerializeField] float wavelength2 = 1f;
- [SerializeField] Vector3 wave2Direction;
- [SerializeField][Range(0,10f)] float overallHeight = 1f;
- [SerializeField][Range(0,10f)] float overallFrequency = 1f;
- [SerializeField][Range(0,10f)] float overallWaveLength = 1f;
- [SerializeField] float offset;
-
- public float GetHeight( float x , float z )
- {
- float x1 = x * wave1Direction.normalized.x + z * wave1Direction.normalized.z;
- float y1 = Mathf.Sin (x1 / (wavelength1 * overallWaveLength) + Time.time * frequency1 * overallFrequency) * height1 * overallHeight;
-
- float x2 = x * wave2Direction.normalized.x + z * wave2Direction.normalized.z;
- float y2 = Mathf.Sin (x2 / (wavelength2 * overallWaveLength) + Time.time * frequency2 * overallFrequency) * height2 * overallHeight;
-
- return y1 + y2 + offset;
- }
至此,视觉部分已经完成。
这里把错误示范列出来,利用Mesh实现波浪效果的脚本:
- public Mesh m_mesh;
-
- void Update ()
- {
- {
- List<Vector3> verticles = new List<Vector3> (m_mesh.vertices);
-
- for (int i = 0; i < verticles.Count; ++i) {
- var vect = verticles [i];
- vect.y = GetWaveHeight( vecticles[i].x , verticles[i].z );
- verticles [i] = vect;
- }
-
- m_mesh.SetVertices (verticles);
- m_mesh.RecalculateBounds ();
- }
- }
- }
- m_mesh.RecalculateBounds ();
-
- }
- verticles [i] = vect;
- vect.y = GetWaveHeight( vecticles[i].x , verticles[i].z );
- var vect = verticles [i];
-
- List<Vector3> verticles = new List<Vector3> (m_mesh.vertices);
- {
- {
-
物体的黑色部分被加强,相当于一个反向的Bloom。
选择Standard Asset里的Optimized Bloom作为基础,进行修改。源代码在Asset Store上可以免费下载:
https://assetstore.unity.com/pac ... image-effects-83913
首先分析Bloom的代码,查看BloomOptimized和在MobileBloom.Shader里,可以看到Bloom的流程是:
Downsample(提取颜色高亮的部分)->Blur(进行横竖方向的模糊)->Bloom(把高光颜色和原画面进行叠加)
根据这个流程,如果我们需要把Bloom效果反向,在Bloom部分把颜色进行剔除,同时需要在DownSample部分进行修改,进行曲线上的调整。
具体的做法如下:
- fixed4 fragDownsample ( v2f_tap i ) : SV_Target
- {
- fixed4 color = tex2D (_MainTex, i.uv20);
- color += tex2D (_MainTex, i.uv21);
- color += tex2D (_MainTex, i.uv22);
- color += tex2D (_MainTex, i.uv23);
- //return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY;
- // this curve is used for no reason, I just feel it looks good
- return ( color / 4 ) * THRESHHOLD + 1 - THRESHHOLD;
- }
-
- fixed4 fragBloom ( v2f_simple i ) : SV_Target
- {
- #if UNITY_UV_STARTS_AT_TOP
- fixed4 color = tex2D(_MainTex, i.uv2);
- // return color + tex2D(_Bloom, i.uv);
- // combine the color by mutiply
- return color * max( 1 - ( 1 - tex2D(_Bloom, i.uv)) * INTENSITY , 0 );
- #else
- fixed4 color = tex2D(_MainTex, i.uv);
- // return color + tex2D(_Bloom, i.uv);
- return color * max( 1 - ( 1 - tex2D(_Bloom, i.uv)) * INTENSITY , 0 );
- #endif
- }
- #endif
- return color * max( 1 - ( 1 - tex2D(_Bloom, i.uv)) * INTENSITY , 0 );
- // return color + tex2D(_Bloom, i.uv);
- fixed4 color = tex2D(_MainTex, i.uv);
- #else
- return color * max( 1 - ( 1 - tex2D(_Bloom, i.uv)) * INTENSITY , 0 );
- // combine the color by mutiply
- // return color + tex2D(_Bloom, i.uv);
- fixed4 color = tex2D(_MainTex, i.uv2);
- #if UNITY_UV_STARTS_AT_TOP
- {
-
- }
- return ( color / 4 ) * THRESHHOLD + 1 - THRESHHOLD;
- // this curve is used for no reason, I just feel it looks good
- //return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY;
- color += tex2D (_MainTex, i.uv23);
- color += tex2D (_MainTex, i.uv22);
- color += tex2D (_MainTex, i.uv21);
- fixed4 color = tex2D (_MainTex, i.uv20);
- {
最后的成果展示:
文末,再次感谢邓佳迪的分享,如果您有任何独到的见解或者发现也欢迎联系我们,一起探讨(QQ群:465082844)。也欢迎大家来积极参与U Sparkle开发者计划,简称US,代表你和我,代表UWA和开发者在一起!
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