小米 发表于 2024-7-15 18:17

Unity技术美术教程,可交互的能量盾,附源文件

演示效果



https://www.zhihu.com/video/1626255034097811456
搭建工程

新建工程,安装Universal RP,我的Unity版本是2022.2


记得勾选DepthTexture和OpaqueTexture,之后会用到


新建Shader





添加UV,法线等信息,用于后续计算
struct appdata
{
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
    float3 normal : NORMAL;
};

struct v2f
{
    float4 vertex : SV_POSITION;
    float2 uv : TEXCOORD1;
    float3 normal : TEXCOORD2;
    float3 worldPos : TEXCOORD3;
    float4 screenPos : TEXCOORD4;
    float4 localPos : TEXCOORD5;
};

v2f vert (appdata v)
{
    v2f o;
    o.vertex = TransformObjectToHClip(v.vertex.xyz);
    o.uv = v.uv;
    o.normal = TransformObjectToWorldNormal(v.normal);
    o.worldPos = TransformObjectToWorld(v.vertex.xyz);
    o.localPos = v.vertex;
    o.screenPos = o.vertex;
    #if UNITY_UV_STARTS_AT_TOP
    o.screenPos.y *= -1;
    #endif
    return o;
}边缘光

先添加边缘光,用模型法线和不雅察看标的目的做点乘
//Properties
_RimPower (”RimPower”, Float) = 1
_RimColor (”RimColor”, Color) = (1, 1, 1, 1)

float _RimPower;
float4 _RimColor;
      
//frag
float3 normal = normalize(i.normal);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
float ndv = dot(normal, viewDir);
if(ndv < 0) {
    ndv = abs(ndv);
}
ndv = 1 - ndv;

float rimIntensity = pow(ndv, _RimPower);
finalColor += _RimColor * rimIntensity;
finalColor.a = saturate(finalColor.a);

仿佛缺了点什么,噢,忘记开Bloom了


接触高亮

能量盾和其他物体接触时,需要有亮边,通过深度来实现。用盾像素点的屏幕坐标采样深度图,得参加景深度,再与像素点深度做斗劲,当两者足够接近时,显示亮边
//Properties
_IntersectionWidth (”IntersectionWidth”, Float) = 1
_IntersectionColor (”IntersectionColor”, Color) = (1, 1, 1, 1)

float _IntersectionWidth;
float4 _IntersectionColor;

sampler2D _CameraDepthTexture;

//frag
i.screenPos.xyz /= i.screenPos.w;
float2 screenUV = i.screenPos.xy;
screenUV = (screenUV + 1) / 2;

float selfZ = i.screenPos.z;
float sceneZ = tex2D(_CameraDepthTexture, screenUV).r;
float linearSelfZ = LinearEyeDepth(selfZ, _ZBufferParams);
float linearSceneZ = LinearEyeDepth(sceneZ, _ZBufferParams);
float zDifference = linearSceneZ - linearSelfZ;
if(zDifference < _IntersectionWidth) {
    float intersectionIntensity = (1 - zDifference / _IntersectionWidth);
    intersectionIntensity = saturate(intersectionIntensity);
    intersectionIntensity = pow(intersectionIntensity, 4);
    finalColor += _IntersectionColor * intersectionIntensity;
    finalColor.a = saturate(finalColor.a);
}

贴图

接下来给能量盾添加贴图,球的UV是不均匀的,如果直接用UV采样贴图,贴图在顶部会被压缩,在中间区域会被拉伸。
这里我把2D贴图合成了Cubemap,用法线采样,而且判断了像素点是否是背面,如果是,则不显示贴图


//Properties
_PatternTex (”PatternTex”, Cube) = ”white” {}
_PatternPower (”PatternPower”, Float) = 1
_PatternColor (”PatternColor”, Color) = (1, 1, 1, 1)

samplerCUBE _PatternTex;
float _PatternPower;
float4 _PatternColor;

//frag
int isFrontFace = 1;
//......
if(ndv < 0) {
    isFrontFace = 0;
}

float patternIntensity = texCUBE(_PatternTex, normal).a * isFrontFace;
patternIntensity *= pow(ndv, _PatternPower);
finalColor += patternIntensity * _PatternColor;
finalColor.a = saturate(finalColor.a);

接下来给贴图添加流动效果,用一张网格遮罩和贴图做叠加


//Properties
_Mask (”Mask”, 2D) = ”black” {}
_MaskColor (”MaskColor”, Color) = (1, 1, 1, 1)

sampler2D _Mask;
float4 _Mask_ST;
float4 _MaskColor;

//frag
float mask = 0;
mask += tex2D(_Mask, i.uv * _Mask_ST.xx + _Mask_ST.zz * _Time.y).a;
mask += tex2D(_Mask, i.uv * _Mask_ST.yy + _Mask_ST.ww * _Time.y).a;
mask = saturate(mask);
finalColor += patternIntensity * mask * _MaskColor;
finalColor.a = saturate(finalColor.a);

https://www.zhihu.com/video/1626235816711299073


溶解

接下来制作溶解效果,用像素点的y坐标控制溶解,再叠加噪声做犯警则的轮廓
//Properties
_Noise (”Noise”, 2D) = ”white” {}

_DissolveThreshold (”DissolveThreshold”, Float) = 1
_DissolveWidth (”DissolveWidth”, Float) = 0.1
_DissolveColor (”DissolveColor”, Color) = (1, 1, 1, 1)

sampler2D _Noise;
float4 _Noise_ST;

float _DissolveThreshold;
float _DissolveWidth;
float4 _DissolveColor;

//frag
if(i.localPos.y > _DissolveThreshold) {
    discard;
}
else if(i.localPos.y > _DissolveThreshold - _DissolveWidth) {
    float t = (i.localPos.y - _DissolveThreshold + _DissolveWidth) / _DissolveWidth;
    float noise = tex2D(_Noise, i.uv * _Noise_ST.xy + _Noise_ST.zw * _Time.y);
    noise = lerp(1, noise * (1 - t), pow(t, 0.5));
    if(noise > 0.5) {
      finalColor = _DissolveColor;
    }else {
      discard;
    }
}

https://www.zhihu.com/video/1626236203392466944
颜色交互

接下来制作最复杂的交互功能,思路是用脚本把交互点,交互半径,交互颜色传入材质球,然后在shader中计算像素点和交互点的距离,如果在半径内则显示相应的颜色。
听起来很简单,一句话的事,实现起来


新建Shield.cs脚本,这个脚本负责传递交互信息到材质球
public class Shield : MonoBehaviour {
    private class InteractionData {
      public Color color;
      public Vector3 interactionStartPos;
      public float timer;
    }

    public List<Material> materials;

    private List<InteractionData> interactionDatas = new List<InteractionData>();

    private void Update() {
      //......
      for (int i = 0; i < materials.Count; i++) {
            materials.SetInt(”_InteractionNumber”, interactionDatas.Count);

            if (interactionDatas.Count > 0) {
                materials.SetVectorArray(”_InteractionStartPosArray”, interactionStartPosArray);
                materials.SetFloatArray(”_InteractionInnerRadiusArray”, interactionInnerRadiusArray);
                materials.SetFloatArray(”_InteractionOuterRadiusArray”, interactionOuterRadiusArray);
                materials.SetFloatArray(”_InteractionAlphaArray”, interactionAlphaArray);
                materials.SetColorArray(”_InteractionColorArray”, interactionColorArray);
                materials.SetFloatArray(”_DistortAlphaArray”, distortAlphaArray);
            }
      }
    }

    public void AddInteractionData(Vector3 pos, Color color) {
      if (interactionDatas.Count >= 100) {
            return;
      }

      InteractionData interactionData = new InteractionData();
      interactionData.color = color;
      interactionData.interactionStartPos = pos;
      interactionDatas.Add(interactionData);
    }
}新建ShootManager.cs脚本,在点击鼠标时,做射线检测,如果碰撞到能量盾,调用交互接口
public class ShootManager : MonoBehaviour {
    public Color interactionColor;

    private void Update() {
      if (Input.GetMouseButtonDown(0)) {
            RaycastHit hitInfo;
            bool hited = Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo, Mathf.Infinity);
            if (hited) {
                Shield.instance.AddInteractionData(hitInfo.point, interactionColor);
            }
      }
    }
}然后在Shader里计算像素点到交互点的距离
//Properties
int _InteractionNumber;
float3 _InteractionStartPosArray;
float _InteractionInnerRadiusArray;
float _InteractionOuterRadiusArray;
float _InteractionAlphaArray;
float4 _InteractionColorArray;
            
float _DistortAlphaArray;

float GetInteractionIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) {
    float dist = distance(i.worldPos, startPos);
    if(dist > outerRadius || dist < innerRadius) {
      return 0;
    }
    else {
      float intensity = (dist - innerRadius) / (outerRadius - innerRadius);
      return intensity;
    }
}

//frag
float interactionIntensity = 0;
float4 interactionColor = 0;
for(int iii = 0; iii < _InteractionNumber; iii++) {
    float tempInteractionIntensity = GetInteractionIntensity(i, _InteractionStartPosArray, _InteractionInnerRadiusArray, _InteractionOuterRadiusArray) * _InteractionAlphaArray;
    interactionIntensity += tempInteractionIntensity;

    interactionColor += _InteractionColorArray * tempInteractionIntensity;
}

interactionIntensity = saturate(interactionIntensity);

finalColor += interactionColor;
finalColor.a = saturate(finalColor.a);

https://www.zhihu.com/video/1626237758866972672
在交互区域,对贴图做提亮和扭曲
//Properties
_DistortNormal (”DistortNormal”, 2D) = ”bump” {}
_DistortIntensity (”DistortIntensity”, Float) = 1

sampler2D _DistortNormal;
float4 _DistortNormal_ST;
float _DistortIntensity;

float GetDistortIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) {
    float dist = distance(i.worldPos, startPos);
    if(dist > outerRadius) {
      return 0;
    }
    else {
      float intensity = dist / outerRadius;
      return intensity;
    }
}

//frag
float3 distortNormal = UnpackNormal(tex2D(_DistortNormal, i.uv * _DistortNormal_ST.xy + _DistortNormal_ST.zw * _Time.y));
distortNormal *= _DistortIntensity * distortIntensity;

float distortIntensity = 0;
for(int iii = 0; iii < _InteractionNumber; iii++) {
    //......
    distortIntensity += GetDistortIntensity(i, _InteractionStartPosArray, _InteractionInnerRadiusArray, _InteractionOuterRadiusArray) * _DistortAlphaArray;
    distortIntensity = saturate(distortIntensity);
}

float patternIntensity = texCUBE(_PatternTex, normal + distortNormal).a * isFrontFace;
patternIntensity *= pow(ndv + interactionIntensity, _PatternPower);
finalColor += patternIntensity * _PatternColor;
finalColor.a = saturate(finalColor.a);

https://www.zhihu.com/video/1626213140663791616
扭曲交互

交互功能还差最后一步


接下来做屏幕扭曲效果,道理是用一张法线贴图改削屏幕UV,然后采样_CameraOpaqueTexture,
新建Shield_Distort.shader,把能量盾Shader里的代码复制过来,添加
sampler2D _CameraOpaqueTexture;
float4 _CameraOpaqueTexture_TexelSize;重写片元着色器,改削屏幕UV,采样_CameraOpaqueTexture
float4 frag (v2f i) : SV_Target
{
    float4 finalColor = 0;

    float distortIntensity = 0;
    for(int iii = 0; iii < _InteractionNumber; iii++) {
      distortIntensity += GetDistortIntensity(i, _InteractionStartPosArray, _InteractionInnerRadiusArray, _InteractionOuterRadiusArray) * _DistortAlphaArray;
      distortIntensity = saturate(distortIntensity);
    }

    float3 distortNormal = UnpackNormal(tex2D(_DistortNormal, i.uv * _DistortNormal_ST.xy + _DistortNormal_ST.zw * _Time.y));
    distortNormal *= _DistortIntensity * distortIntensity;

    i.screenPos.xyz /= i.screenPos.w;
    float2 screenUV = i.screenPos.xy;
    screenUV = (screenUV + 1) / 2;

    finalColor = tex2D(_CameraOpaqueTexture, screenUV + distortNormal.xy * _CameraOpaqueTexture_TexelSize.xy);

    return finalColor;
}再把能量盾复制一份,换上新材质




https://www.zhihu.com/video/1626217980341170177
至此,我们的能量盾就完成了!


源文件下载

Github:https://github.com/MagicStones23/Unity-Shader-Tutorial-Interactable-Energy-Shield
百度网盘:https://pan.baidu.com/s/1R58a9uPzq3pGugyFwZshEA?pwd=1111 提取码:1111
备注:工程中部门素材取自互联网,仅供学习交流使用,请勿在商业项目中使用
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