文章目錄
前言
本文主要介紹用unity實現雨水滴到屏幕的效果,文章介紹的是基礎實現,讀完這篇文章再去實現復雜效果會更得心應手些。我們先看更高級效果的圖片:
一、實現過程
1.代碼
先直接上代碼,后面再做介紹:
Shader "Unlit/RainDrop"
{Properties{_MainTex ("Texture", 2D) = "white" {}_Size("Size", Range(0, 100)) = 1.0_T("Time", Float) = 1.0_Distortion("Distortion", Float) = -5_Blur("Blur", Range(0, 1)) = 0.0}SubShader{Tags { "RenderType"="Opaque" }LOD 100Pass{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;half _Size;half _T;half _Distortion;half _Blur;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}// 求偽隨機數half N21(half2 p){p = frac(p * half2(123.34, 345.45));p += dot(p, p + 34.345);return frac(p.x + p.y);} half3 layer(half2 UV, half T){half t = fmod( _Time.y + T, 3600);half4 col = half4(0, 0, 0, 1.0);half aspect = half2(2, 1);half2 uv = UV * _Size * aspect;uv.y += t * 0.25;half2 gv = frac(uv) - 0.5;//-0.5,調整原點為中間half2 id = floor(uv);half n = N21(id); // 0 1t += n * 6.2831; //2PIhalf w = UV.y * 10;half x = (n - 0.5) * 0.8;x += (0.4 - abs(x)) * sin(3 * w) * pow(sin(w), 6) * 0.45;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;y -= (gv.x - x) * (gv.x - x);half2 dropPos = (gv - half2(x, y)) / aspect; //- half2(x,y) 為了移動half drop = smoothstep(0.05, 0.03, length(dropPos));half2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8;half trail = smoothstep(0.03, 0.01, length(trailPos));half fogTrail = smoothstep(-0.05, 0.05, dropPos.y);// 拖尾小水滴慢慢被拖掉了fogTrail *= smoothstep(0.5, y, gv.y);// 拖尾小水滴漸變消失fogTrail *= smoothstep(0.05, 0.04, abs(dropPos.x));trail *= fogTrail;//col += fogTrail * 0.5;//col += trail;//col += drop;//if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線half2 offset = drop * dropPos + trail * trailPos;return half3(offset, fogTrail);}half4 frag (v2f i) : SV_Target{half3 drops = layer(i.uv, _T);drops += layer(i.uv * 1.25 + 7.52, _T);drops += layer(i.uv * 1.35 + 1.54, _T);drops += layer(i.uv * 1.57 - 7.52, _T); half blur = _Blur * 7 * (1 - drops.z);half4 col = tex2Dlod(_MainTex, half4(i.uv + drops.xy * _Distortion, 0, blur));return col;}ENDCG}}}
下圖顯示了上面那段代碼的效果,讀者可自行在unity中先貼這段代碼看,后面會做詳細解析:
2.代碼分步解析
下面是實現步驟:
【1】先將uv平鋪多次,為后面實現多個雨滴效果。
直接貼片元著色器代碼:
half4 frag (v2f i) : SV_Target{half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(1, 1);//長寬比half2 uv = i.uv * _Size * aspect;half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間col.rg = gv;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
下圖顯示了上面那段代碼的效果:
說明:A為從左下角的原點調整為中間的情況, _Size 為平鋪多次的情況,讀者可邊看邊在untiy上操作。
half2 aspect = half(2, 1);//長寬比
設置長寬比為2:1后,得到效果:
【2】實現多個雨滴效果
直接貼片元著色器代碼:
half4 frag (v2f i) : SV_Target{half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half drop = smoothstep(0.05, 0.03, length(gv));//畫圓, length(gv),可以理解為半徑col += drop;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
下圖顯示了上面那段代碼的效果:
先附上smoothstep的解析,后續有時間會發文介紹glsl相關函數的理解,以及如何使用這些函數去實現復雜的效果。以下是smoothstep的解析:
我們先打開網址
Desmos | 圖形計算器?www.desmos.com
,輸入如圖所示:
smoothstep的公式就是s = k^2*(3 - 2k), 圖上所示就是smoothstep(0.4, 0.6, x), 如果是反過來就是smoothstep(0.6, 0.4, x), 得到的就是如圖所示:
我們可以直接在
Shadertoy BETA?www.shadertoy.com
上演示輸入如圖所示代碼:
0.2 ->0.0 可以理解為簡單的反向操作如圖所示:
【4】水滴移動
直接貼片元著色器代碼:
half4 frag (v2f i) : SV_Target{half t = _Time.y;half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half x = 0;half y = sin(t);//水珠是上下來回移動的half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑col += drop;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
改動下代碼,讓水滴是往下移動的:
half4 frag (v2f i) : SV_Target{half t = _Time.y;half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half x = 0;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑col += drop;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
讀者需要按照步驟去實現,更能理解算法表現的效果,幫助理解。上述代碼中(2)得到的函數圖是:
讀者可自行控制算法,調出更好的效果。
【4】水滴拖尾效果,拖尾水滴滑下
1、先畫一個拖尾水滴,代碼:
half4 frag (v2f i) : SV_Target{half t = _Time.y;half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half x = 0;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf trail = smoothstep(0.03, 0.01, length(gv));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑col += drop;col += trail;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
下圖顯示了上面那段代碼的效果:
2、再計算移動,代碼:
half4 frag (v2f i) : SV_Target{half t = _Time.y;half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half x = 0;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8; // -0.5是將半圓調整為完整圓half trail = smoothstep(0.03, 0.01, length(trailPos));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑col += drop;col += trail;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
下圖顯示了上面那段代碼的效果:
3、接下來我們將下部分拖尾水滴清理掉,邊移動拖尾邊消失,代碼:
half4 frag (v2f i) : SV_Target{half t = _Time.y;half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half x = 0;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8; // -0.5是將半圓調整為完整圓half trail = smoothstep(0.03, 0.01, length(trailPos));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑trail *= smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失col += drop;col += trail;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
下圖顯示了上面那段代碼的效果:
3、然后將水滴做個漸變,從上到下從無到有,代碼:
... ...
half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑
trail *= smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失
trail *= smoothstep(0.5, y, gv.y);//將水滴做個漸變,從上到下從無到有, 0.5是以gv為坐標的,頂部0.5,底部-0.5
col += drop;
col += trail;
... ...
下圖顯示了上面那段代碼的效果:
【5】水滴做偏移,得到一種失真的效果,這時我們需要同時對x,y做偏移
1、同樣,先貼上簡單的效果,先改變下水滴的形狀,代碼:
half4 frag (v2f i) : SV_Target{... ... half x = 0;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)y -= gv.x * gv.x;//改變水滴形狀half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspect ... ... return col;}
下圖顯示了上面那段代碼的效果:
2、對x做偏移,代碼如下:
half4 frag (v2f i) : SV_Target{half t = _Time.y;half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half w = i.uv.y * 10;half x = sin(3 * w) * pow(sin(w), 6) * 0.45;//對x做些復雜的移動,(1)half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)y -= (gv.x - x) * (gv.x - x);half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8; // -0.5是將半圓調整為完整圓half trail = smoothstep(0.03, 0.01, length(trailPos));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑trail *= smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失trail *= smoothstep(0.5, y, gv.y);//將水滴做個漸變,從上到下從無到有, 0.5是以gv為坐標的,頂部0.5,底部-0.5col += drop;col += trail;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線return col;}
(1)中的函數圖:
下圖顯示了上面那段代碼的效果:
3、我們需要更隨機些的效果,因此引入偽隨機數:
// 求偽隨機數half N21(half2 p){p = frac(p * half2(123.34, 345.45));p += dot(p, p + 34.345);return frac(p.x + p.y);}
先測試下偽隨機數,代碼:
... ...
if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線
col *= 0; col += N21(i.uv); //測試代碼
... ...
下圖顯示了上面那段代碼的效果:
可以得到噪點圖,再把 col += N21(i.uv); 改為col += N21(id); 代碼如下:
if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線
col *= 0; col += N21(id);
下圖顯示了上面那段代碼的效果:
我們調整時間處理代碼:
half4 frag (v2f i) : SV_Target{//每兩個小時重置下,這樣不會得到太大的數字,效果不平滑(3)half t = fmod(_Time.y * _T, 7200);... ...
}
(3)中如果數字太大會得到如圖效果,效果很不好。
4、接下來我們完善下我們的效果,代碼:
half4 frag (v2f i) : SV_Target{half t = fmod(_Time.y * _T, 7200);//每兩個小時重置下,這樣不會得到太大的數字,效果不平滑(3)half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half2 id = floor(uv);half n = N21(id); // 0 1t += n * 6.2831; //2PIhalf w = i.uv.y * 10;half x = (n - 0.5) * 0.8;; // -0.4 - 0.4x += (0.4 - abs(x)) * sin(3 * w) * pow(sin(w), 6) * 0.45;// 0.4- abs(x), 目的是限制在邊框內擺動half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)y -= (gv.x - x) * (gv.x - x);half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8; // -0.5是將半圓調整為完整圓half trail = smoothstep(0.03, 0.01, length(trailPos));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑trail *= smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失trail *= smoothstep(0.5, y, gv.y);//將水滴做個漸變,從上到下從無到有, 0.5是以gv為坐標的,頂部0.5,底部-0.5col += drop;col += trail;if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線//col *= 0; col += N21(id);return col;}
下圖顯示了上面那段代碼的效果:
【6】水滴滑動拖尾霧效果
1、先實現第一步效果,代碼:
half4 frag(v2f i) : SV_Target{half t = fmod(_Time.y * _T, 7200);//每兩個小時重置下,這樣不會得到太大的數字,效果不平滑(3)half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half2 id = floor(uv);half n = N21(id); // 0 1t += n * 6.2831; //2PIhalf w = i.uv.y * 10;half x = (n - 0.5) * 0.8;; // -0.4 - 0.4x += (0.4 - abs(x)) * sin(3 * w) * pow(sin(w), 6) * 0.45;// 0.4- abs(x), 目的是限制在邊框內擺動half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)y -= (gv.x - x) * (gv.x - x);half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8; // -0.5是將半圓調整為完整圓half trail = smoothstep(0.03, 0.01, length(trailPos));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑half fogTrail = smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失fogTrail *= smoothstep(0.5, y, gv.y);//將水滴做個漸變,從上到下從無到有, 0.5是以gv為坐標的,頂部0.5,底部-0.5trail *= fogTrail;col += fogTrail * 0.5;col += drop;col += trail;if (gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線//col *= 0; col += N21(id);return col;
}
下圖顯示了上面那段代碼的效果:
2、我們需要講上圖的兩邊霧的效果縮小下,代碼:
half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑
half fogTrail = smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失
fogTrail *= smoothstep(0.5, y, gv.y);//將水滴做個漸變,從上到下從無到有, 0.5是以gv為坐標的,頂部0.5,底部-0.5
fogTrail *= smoothstep(0.05, 0.04, abs(dropPos.x));// 兩邊霧的效果縮小下
trail *= fogTrail;
col += fogTrail * 0.5;
下圖顯示了上面那段代碼的效果, 可以看出兩邊霧被縮小了:
【7】結合主紋理,得到簡答的真實水滴屏幕效果
1、直接貼代碼:
half4 frag(v2f i) : SV_Target{half t = fmod(_Time.y * _T, 7200);//每兩個小時重置下,這樣不會得到太大的數字,效果不平滑(3)half4 col = half4(0, 0, 0, 1.0);half2 aspect = half2(3, 1);//長寬比half2 uv = i.uv * _Size * aspect;uv.y += t * 0.25; //水滴周期移動的同時,uv也往下移動,這樣就能做到水滴往下移動的效果half2 gv = frac(uv) - 0.5;//-0.5,將左下角的原點調整為中間half2 id = floor(uv);half n = N21(id); // 0 1t += n * 6.2831; //2PIhalf w = i.uv.y * 10;half x = (n - 0.5) * 0.8;; // -0.4 - 0.4x += (0.4 - abs(x)) * sin(3 * w) * pow(sin(w), 6) * 0.45;// 0.4- abs(x), 目的是限制在邊框內擺動half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;//將y改為更復雜些的移動(2)y -= (gv.x - x) * (gv.x - x);half2 dropPos = (gv - half2(x, y)) / aspect;// 移動水滴,除以aspect是因為之前的uv*aspecthalf2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8; // -0.5是將半圓調整為完整圓half trail = smoothstep(0.03, 0.01, length(trailPos));//拖尾小水滴half drop = smoothstep(0.05, 0.03, length(dropPos));//畫圓, length(gv),可以理解為半徑half fogTrail = smoothstep(-0.05, 0.05, dropPos.y);//將下部分拖尾水滴清理掉,邊移動拖尾邊消失fogTrail *= smoothstep(0.5, y, gv.y);//將水滴做個漸變,從上到下從無到有, 0.5是以gv為坐標的,頂部0.5,底部-0.5fogTrail *= smoothstep(0.05, 0.04, abs(dropPos.x));trail *= fogTrail;col += fogTrail * 0.5;col += drop;col += trail;//if (gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線//col *= 0; col += N21(id);half2 offset = drop * dropPos + trail * trailPos;half4 finalColor = tex2D(_MainTex, i.uv + offset * _Distortion);return finalColor;
}
下圖顯示了上面那段代碼的效果:
2、接下來我們需要對主紋理采樣進行處理,得到一種霧屏的效果
代碼:
half2 offset = drop * dropPos + trail * trailPos;
//這里為啥1-fogTrail,讀者可去試下,得到拖尾霧效果是相反的
half blur = _Blur * 7 * (1 - fogTrail);
//直接將tex2D改為tex2dlod, _Blur控制模糊程度
//tex2Dlod(ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509680%28v=vs.85%29.aspx)
half4 finalColor = tex2Dlod(_MainTex, half4(i.uv + offset * _Distortion, 0, blur ));
下圖顯示了上面那段代碼的效果:
3、接下來我們需要整理下代碼:
half3 dropLayer(half2 UV, half T){half t = fmod( _Time.y + T, 3600);half4 col = half4(0, 0, 0, 1.0);half aspect = half2(2, 1);half2 uv = UV * _Size * aspect;uv.y += t * 0.25;half2 gv = frac(uv) - 0.5;//-0.5,調整原點為中間half2 id = floor(uv);half n = N21(id); // 0 1t += n * 6.2831; //2PIhalf w = UV.y * 10;half x = (n - 0.5) * 0.8;x += (0.4 - abs(x)) * sin(3 * w) * pow(sin(w), 6) * 0.45;half y = -sin(t + sin(t + sin(t) * 0.5)) * 0.45;y -= (gv.x - x) * (gv.x - x);half2 dropPos = (gv - half2(x, y)) / aspect; //- half2(x,y) 為了移動half drop = smoothstep(0.05, 0.03, length(dropPos));half2 trailPos = (gv - half2(x, t * 0.25)) / aspect; //- half2(x,y) 為了移動trailPos.y = (frac(trailPos.y * 8) - 0.5) / 8;half trail = smoothstep(0.03, 0.01, length(trailPos));half fogTrail = smoothstep(-0.05, 0.05, dropPos.y);// 拖尾小水滴慢慢被拖掉了fogTrail *= smoothstep(0.5, y, gv.y);// 拖尾小水滴漸變消失fogTrail *= smoothstep(0.05, 0.04, abs(dropPos.x));trail *= fogTrail;//col += fogTrail * 0.5;//col += trail;//col += drop;//if(gv.x > 0.48 || gv.y > 0.49) col = half4(1.0, 0, 0, 1.0); // 輔助線half2 offset = drop * dropPos + trail * trailPos;return half3(offset, fogTrail);}half4 frag (v2f i) : SV_Target{half3 drops = dropLayer(i.uv, _T); half blur = _Blur * 7 * (1 - drops.z);half4 col = tex2Dlod(_MainTex, half4(i.uv + drops.xy * _Distortion, 0, blur));return col;}
【8】現在的雨滴效果還不夠,我們需要疊加幾層,效果會更豐富些
half4 frag (v2f i) : SV_Target{half3 drops = dropLayer(i.uv, _T);//這里的參數讀者可自行測試控制drops += dropLayer(i.uv * 1.25 + 7.52, _T);rops += dropLayer(i.uv * 1.35 + 1.54, _T);drops += dropLayer(i.uv * 1.57 - 7.52, _T); half blur = _Blur * 7 * (1 - drops.z);half4 col = tex2Dlod(_MainTex, half4(i.uv + drops.xy * _Distortion, 0, blur));return col;}
上面得到的效果就是開篇的那種效果了,讀者還可以結合抓屏效果去實現更好的效果,性能上這塊算法也沒比較復雜的指令運算,移動端可以使用的,讀者液可自行使用renderdoc等GPU測試工具測試下即可。
總結
本文實現的雨水滴到屏幕效果相對來說還是不夠豐富的,如果讀者想實現更復雜的效果可以參考
raindrop?github.comShaderToy鏈接?www.shadertoy.com
通過學習筆者寫的,再去理解更復雜的效果會容易上手些。后續筆者會繼續推出更多有詳細解析的文章。(備注:知乎上代碼排版比較不方便,看著沒那么好看)
總結
以上是生活随笔為你收集整理的unity 模型渐变消失_Unity 雨水滴到屏幕效果的全部內容,希望文章能夠幫你解決所遇到的問題。
如果覺得生活随笔網站內容還不錯,歡迎將生活随笔推薦給好友。