游戏开发中,往往会用到一些屏幕特效。下图展现的是一种“旋屏”效果,它会旋转屏幕图像,且距离中心点越远的点旋转角度越大。这种效果特别适合营造“梦幻”感,比如,在RPG游戏中,经过一段“旋屏”特效,主角穿越到了10年前。
1、编写Shader下面的着色器代码使用了顶点/片元着色器处理旋屏特效的功能。这里定义3个属性,其中_MainTex代表屏幕贴图,_Rot 代表基准的旋转角度。核心代码在片元着色器frag中实现。如下图所示,屏幕图像被归一到[0,1]的空间中,中心点为(0.5,0.5)。假设某个点的uv坐标为(x,y),经过一系列处理,它的坐标变为(x1,y1),而(x1,y1)便是实现旋转效果后的uv坐标。由“float distance = sqrt((i.uv.x - 0.5)*(i.uv.x - 0.5) +(i.uv.y - 0.5)*(i.uv.y - 0.5));”可以计算点到屏幕中心的距离distance。由于距离越远旋转角度越大,使用“_Rot *=distance”将角度增量基准与距离联系起来,即可获取需要旋转的角度:angle = _Rot*distance + A。由反正切公式可得∠A = atan((y - 0.5)/(x - 0.5)),由于atan的取值为[-π/2,π/2],还需根据y值确定∠A所在的象限,故而∠A = step(x,0.5)*PI+ atan((y - 0.5)/(x - 0.5)) 。计算∠A 后,便可由angle = _Rot*distance + A计算总的旋转角度。前面已经计算了点到屏幕中心的距离distance,故而:x1 = 0.5 + distance *cos(angle)y1 = 0.5 + distance *sin(angle)Shader代码如下所示:
Shader "Custom/ScreenRot" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Rot ("Rotation", float) = 0 } SubShader { Tags {"Queue" = "Geometry"} Pass { Tags {"LightMode" = "ForwardBase"} ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define PI 3.14159265358979 sampler2D _MainTex; float _Rot; struct a2v { float4 vertex : POSITION; float3 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord; return o; } fixed4 frag(v2f i) : SV_Target { float distance = sqrt((i.uv.x - 0.5) * (i.uv.x - 0.5) + (i.uv.y - 0.5) * (i.uv.y - 0.5)); _Rot *= distance; float angle = step(i.uv.x, 0.5) * PI + atan((i.uv.y - 0.5) / (i.uv.x - 0.5)) + _Rot; i.uv.x = 0.5 + distance * cos(angle); i.uv.y = 0.5 + distance * sin(angle); fixed4 c = tex2D(_MainTex, i.uv); return c; } ENDCG } } FallBack "Specular" }C#脚本编写如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Oscillator : MonoBehaviour { private float timeCounter = 0; private float speed = 5; float width = 4; float height = 7; public LineRenderer line; public Material mtl; float rot; // Use this for initialization void Start () { //line.positionCount = 3; //line.SetPosition(0, new Vector3(1, 1, 1)); //line.SetPosition(1, new Vector3(3, 3, 3)); //line.SetPosition(2, new Vector3(6, 6, 6)); } // Update is called once per frame void Update () { //timeCounter += Time.deltaTime * speed; //float x = Mathf.Cos(timeCounter) * width; //float y = Mathf.Sin(timeCounter) * height; //float z = 10; //transform.position = new Vector3(x, y, z); rot += 0.1f; } private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (rot == 0) return; mtl.SetFloat("_Rot", rot); Graphics.Blit(source, destination, mtl); } }最后再次附上原文链接:http://www.manew.com/thread-98320-1-1.html