Unity 动画

Unity Shader 内置时间变量

引入时间变量

名称 类型 描述
_Time float4 t是自该场景加载开始所经过的时间,4个分量分别是(t/20, t, 2t, 3t)
_SinTime float4 t是时间的正弦值,(t/8, t/4, t/2, t)
_CosTime float4 t是时间的余弦值,(t/8, t/4, t/2, t)
unity_DeltaTime float4 dt是时间增量,(dt, 1/dt, smoothDt, 1/smoothDt)

纹理动画

使用一张纹理实现的动画,用于代替复杂的粒子系统来模拟动画效果。

动画纹理

u方向动画与v方向动画对比

纹理动画

序列帧动画

帧序列动画纹理

代码:

Shader "Unity Shaders Book/Chapter 11/Image Sequence Animation" {
	Properties {
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex ("Image Sequence", 2D) = "white" {}
    	_HorizontalAmount ("Horizontal Amount", Float) = 8
    	_VerticalAmount ("Vertical Amount", Float) = 8
    	_Speed ("Speed", Range(1, 100)) = 30
	}
	SubShader {
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		
		Pass {
			Tags { "LightMode"="ForwardBase" }
			
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			
			CGPROGRAM
			
			#pragma vertex vert  
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _HorizontalAmount;
			float _VerticalAmount;
			float _Speed;
			
			struct a2v {  
			    float4 vertex : POSITION; 
			    float2 texcoord : TEXCOORD0;
			};  
			
			struct v2f {  
			    float4 pos : SV_POSITION;
			    float2 uv : TEXCOORD0;
			};  
			
			v2f vert (a2v v) {  
				v2f o;  
				//将顶点坐标转换到裁剪空间坐标系并且
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);  
				//o.texcoord = v.texcoord.xy *_MainTex_ST.xy+_MainTex_ST.zw 
				//将纹理坐标映射到顶点上以及zw偏移
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);  
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target {
				float time = floor(_Time.y * _Speed);  
				float row = floor(time / _HorizontalAmount);    // /运算获取当前行
				float column = time - row * _HorizontalAmount;  // %运算获取当前列
				
				//首先把原纹理坐标i.uv按行数和列数进行等分,然后使用当前的行列进行偏移
				half2 uv = i.uv + half2(column, -row);
				uv.x /= _HorizontalAmount;
				uv.y /= _VerticalAmount;
				
				//纹理采样
				fixed4 c = tex2D(_MainTex, uv);
				c.rgb *= _Color;
				
				return c;
			}
			
			ENDCG
		}  
	}
	//FallBack "Transparent/VertexLit"
}

效果:

帧序列动画

滚动的背景

Shader "Unity Shaders Book/Chapter 11/Scrolling Background" {
	Properties {
		_MainTex ("Base Layer (RGB)", 2D) = "white" {}
		_DetailTex ("2nd Layer (RGB)", 2D) = "white" {}
		_ScrollX ("Base layer Scroll Speed", Float) = 1.0
		_Scroll2X ("2nd layer Scroll Speed", Float) = 1.0
		_Multiplier ("Layer Multiplier", Float) = 1
	}
	SubShader {
		Tags { "RenderType"="Opaque" "Queue"="Geometry"}
		
		Pass { 
			Tags { "LightMode"="ForwardBase" }
			
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			sampler2D _MainTex;
			sampler2D _DetailTex;
			float4 _MainTex_ST;
			float4 _DetailTex_ST;
			float _ScrollX;
			float _Scroll2X;
			float _Multiplier;
			
			struct a2v {
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
				float4 pos : SV_POSITION;
				float4 uv : TEXCOORD0;
			};
			
			v2f vert (a2v v) {
				v2f o;
				//将顶点坐标从模型空间转换到裁剪空间
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				////将纹理坐标映射到顶点上以及zw偏移,并用ScrollX对x轴坐标进行偏移
				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);
				o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y);
				
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target {
				//纹理采样
				fixed4 firstLayer = tex2D(_MainTex, i.uv.xy);
				fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw);
				//纹理混合
				fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a);
				c.rgb *= _Multiplier;
				
				return c;
			}
			
			ENDCG
		}
	}
	FallBack "VertexLit"
}

效果:

滚动的背景

顶点动画

效果:

Shader "Unity Shaders Book/Chapter 11/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;
				
				//顶点偏移量,只对x偏移
				float4 offset;
				offset.yzw = float3(0.0, 0.0, 0.0);
				//Frequency控制频率f
				//InvWaveLength控制波长L
				//Magnitude控制幅度k
				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);
				
				//纹理采样
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				//对v偏移,横向
				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"
}

效果:

顶点动画

posted on 2017-12-01 11:14  yoyo_sincerely  阅读(8756)  评论(0编辑  收藏  举报