Shader教程:顶点动画

发表于2018-03-29
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顶点动画是Shader实现动画的方式之一,而顶点动画的实现原理就是在顶点着色器中对模型的顶点进行偏移,再将偏移后的顶点位置输出到片元着色器中。下面就给大家分享一个顶点动画的代码实现。

代码如下:
Shader "Water" {
    Properties {
        _MainTex ("Main Tex", 2D) = "white" {}
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _Magnitude ("Distortion Magnitude", Float) = 1
        _Frequency ("Distortion Frequency", Float) = 1
        _InvWaveLength ("Distortion Inverse Wave Length", Float) = 10
        _Speed ("Speed", Float) = 0.5
    }
    SubShader {
        // Need to disable batching because of the vertex animation
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"}
        Pass {
            Tags { "LightMode"="ForwardBase" }
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off
            CGPROGRAM  
            #pragma vertex vert 
            #pragma fragment frag
            #include "UnityCG.cginc" 
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;
            struct a2v {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };
            struct v2f {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };
            v2f vert(a2v v) {
                v2f o;
                float4 offset;
                offset.yzw = float3(0.0, 0.0, 0.0);
                offset.x = sin(
                    _Frequency * _Time.y + 
                    v.vertex.x * _InvWaveLength + 
                    v.vertex.y * _InvWaveLength + 
                    v.vertex.z * _InvWaveLength) 
                    * _Magnitude;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex + offset);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv +=  float2(0.0, _Time.y * _Speed);
                return o;
            }
            fixed4 frag(v2f i) : SV_Target {
                fixed4 c = tex2D(_MainTex, i.uv);
                c.rgb *= _Color.rgb;
                return c;
            } 
            ENDCG
        }
    }
    FallBack "Transparent/VertexLit"
}

顶点动画的阴影
Pass {
            // 如果之前的pass中有顶点动画,此时如果还是使用系统内置的ShadowCaster
            // 仍然可以产生阴影,但是,它不会改变顶点的位置,也就是阴影不会随着之前顶点动画的改变而改变
            // 所以如果希望阴影和顶点动画的阴影匹配,那就需要自定义阴影并且顶点的改变应该和之前的pass相同
            Tags { "LightMode" = "ShadowCaster" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_shadowcaster
            #include "UnityCG.cginc"
            float _Magnitude;
            float _Frequency;
            float _InvWaveLength;
            float _Speed;
            struct v2f { 
                V2F_SHADOW_CASTER;
            };
            v2f vert(appdata_base v) {
                v2f o;
                float4 offset;
                offset.yzw = float3(0.0, 0.0, 0.0);
                // 需要与上一个pass中顶点动画的改变一样
                offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
                v.vertex = v.vertex + offset;
                // 需要名字是v.vertex  v.normal这两个参数
                TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
                return o;
            }
            fixed4 frag(v2f i) : SV_Target {
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }

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