本文已参与[新人创作礼]活动,一起开启掘金创作之路
继续上一篇UnityShader_初探几何着色器接着往下
不同输出流对应的图像分别是如何的
上一篇文末我们讲到,几何着色器的输出流有三种,分别是:TriangleStream、LineStream、PointStream。 他们对应的成像分别是怎么样的呢? TriangleStream:
[maxvertexcount(3)]
void geom(triangle v2g input[3],inout TriangleStream<g2f> outStream) {
for (int i = 0; i < 3; i++) {
g2f o = (g2f)0;
o.vertex = input[i].vertex;
o.uv = input[i].uv;
//将一个顶点添加到输出流列表
outStream.Append(o);
}
//RestartStrip可以模拟一个primitives list
outStream.RestartStrip();
}
LineStream:
[maxvertexcount(3)]
void geom(triangle v2g input[3],inout LineStream<g2f> outStream) {
for (int i = 0; i < 3; i++) {
g2f o = (g2f)0;
o.vertex = input[i].vertex;
o.uv = input[i].uv;
//将一个顶点添加到输出流列表
outStream.Append(o);
}
//RestartStrip可以模拟一个primitives list
outStream.RestartStrip();
}
PointStream:
[maxvertexcount(3)]
void geom(triangle v2g input[3],inout PointStream<g2f> outStream) {
for (int i = 0; i < 3; i++) {
g2f o = (g2f)0;
o.vertex = input[i].vertex;
o.uv = input[i].uv;
//将一个顶点添加到输出流列表
outStream.Append(o);
}
//RestartStrip可以模拟一个primitives list
outStream.RestartStrip();
}
PS.本来想继续使用Cube的,但是Cube的顶点数太少,在使用PointStream作为输出流的时候,效果不明显,下面还是贴上图,中间实际上是有8个顶点的
不同的输入流对图像有什么影响呢?
下面以直线作为输出流,分别以triangle、line、point作为输入流看看会有什么不同的结果
//triangle作为输入
void geom(triangle v2g input[3],inout LineStream<g2f> outStream)
{
for (int i = 0; i < 3; i++) {
g2f o = (g2f)0;
o.vertex = input[i].vertex;
o.uv = input[i].uv;
outStream.Append(o);
}
outStream.RestartStrip();
}
//line作为输入
void geom(line v2g input[2],inout LineStream<g2f> outStream)
{
for (int i = 0; i < 2; i++) {
g2f o = (g2f)0;
o.vertex = input[i].vertex;
o.uv = input[i].uv;
outStream.Append(o);
}
}
//point作为输入
void geom(point v2g input[1],inout LineStream<g2f> outStream)
{
g2f o = (g2f)0;
o.vertex = input[0].vertex;
o.uv = input[0].uv;
outStream.Append(o);
}
从上面可以看出,triangle、line作为输入流都有图像输出,但是网格形式不一样,但是point作为输入流没有图像呈现, 我们再近看 triangle、line 作为输入流网格有什么不同,下图分别是triangle、line作为输入流的网格成像
可以明显看出,triangle是以三角形作为基本图形,而line是以线段作为基本图形,至于point为什么不能产生图形,我猜测最大的原因应该是1个点作为输入不足以构成需要2个点才能生成的线, 当用PointStream作为输出流的时候,三种输入流都有图像生成,并且点的排布都不一样。
划重点!我查阅了DX的相关书籍后,上面是这么说的:如果我们选择以GL_TRIANGLES绘制顶点,我们要把输入修饰符设置为triangles,也就是说要依照上一篇我们见到的这张表
几何着色器的简单应用(简易爆炸效果)
Shader "Geometry/Explode"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Emission1("Emission1", Color) = (1,1,1,1)
_Emission2("Emission2", Color) = (1,1,1,1)
_Height("Height", Range(-1.5, 3)) = 0
_TotalHeight("Total Height", Float) = 1
_Strength("Explosion Strenth", Range(0, 10)) = 2
_Scale("Scale", Range(0, 5)) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque"}
Pass
{
Tags{"LightMode" = "ForwardBase"}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2g
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct g2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float EmissionParam : TEXCOORD1;
float2 uv : TEXCOORD2;
};
sampler2D _MainTex;
fixed4 _Emission1;
fixed4 _Emission2;
float _Height;
float _TotalHeight;
float _Strength;
float _Scale;
//三向旋转
float3 randto3D(float3 seed)
{
float3 f = sin(float3(dot(seed, float3(127.1, 337.1, 256.2)), dot(seed, float3(129.8, 782.3, 535.3))
, dot(seed, float3(269.5, 183.3, 337.1))));
f = -1 + 2 * frac(f * 43785.5453123);
return f;
}
//单向旋转
float rand(float3 seed)
{
float f = sin(dot(seed, float3(127.1, 337.1, 256.2)));
f = -1 + 2 * frac(f * 43785.5453123);
return f;
}
float3x3 AngleAxis3x3(float angle, float3 axis)
{
float s, c;
sincos(angle, s, c);
float x = axis.x;
float y = axis.y;
float z = axis.z;
return float3x3(
x * x + (y * y + z * z) * c, x * y * (1 - c) - z * s, x * z * (1 - c) - y * s,
x * y * (1 - c) + z * s, y * y + (x * x + z * z) * c, y * z * (1 - c) - x * s,
x * z * (1 - c) - y * s, y * z * (1 - c) + x * s, z * z + (x * x + y * y) * c
);
}
float3x3 rotation3x3(float3 angle)
{
return mul(AngleAxis3x3(angle.x, float3(0, 0, 1)), mul(AngleAxis3x3(angle.y, float3(1, 0, 0)), AngleAxis3x3(angle.z, float3(0, 1, 0))));
}
v2g vert(a2v v)
{
v2g o;
o.vertex = v.vertex;
o.normal = v.normal;
o.uv = v.uv;
return o;
}
g2f VertexOutput(float3 pos, float3 normal, float2 uv,float param)
{
g2f o;
o.pos = UnityObjectToClipPos(float4(pos, 1));
o.normal = UnityObjectToWorldNormal(normal);
o.uv = uv;
o.EmissionParam = param;
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g input[3], inout TriangleStream<g2f> triStream)
{
float3 p0 = input[0].vertex.xyz;
float3 p1 = input[1].vertex.xyz;
float3 p2 = input[2].vertex.xyz;
float3 n0 = input[0].normal;
float3 n1 = input[1].normal;
float3 n2 = input[2].normal;
float2 uv0 = input[0].uv;
float2 uv1 = input[1].uv;
float2 uv2 = input[2].uv;
//三角面的中心(到三个顶点的距离都相等)
float3 center = (p0 + p1 + p2) / 3;
//根据三角面的高度和_Height的高度差
float offset = (center.y - _Height) * _TotalHeight;
// 高度差<=0的话 模型不发生碎片化,保持原样
if (offset < 0)
{
triStream.Append(VertexOutput(p0, n0, uv0, -1));
triStream.Append(VertexOutput(p1, n1, uv1, -1));
triStream.Append(VertexOutput(p2, n2, uv2, -1));
triStream.RestartStrip();
return;
}
// 高度差>0的话 模型直接不进行渲染,消失了
else if (offset > 1)
return;
//下面是实现爆炸 扩散效果
//取一个平滑的偏移量 <=> clamp((offset - 0) / (1 - 0), 0.0, 1.0);
float ss_offset = smoothstep(0, 1, offset);
//计算位置偏移 当前三角面的法线方向 * ss_offset * 强度
float3 translation = (n0 + n1 + n2) / 3 * ss_offset * _Strength;
//旋转矩阵 下面的rand可以换成randto3D
float3x3 rotationMatrix = rotation3x3(rand(center.zyx));
//三角面的缩放尺寸
float scale = _Scale - ss_offset;
//计算经过变化后的三个顶点的位置
float3 t_p0 = mul(rotationMatrix, p0 - center) * scale + center + translation;
float3 t_p1 = mul(rotationMatrix, p1 - center) * scale + center + translation;
float3 t_p2 = mul(rotationMatrix, p2 - center) * scale + center + translation;
//利用两条法向量叉乘可以得到垂直于该面向量的方式
float3 normal = normalize(cross(t_p1 - t_p0, t_p2 - t_p0));
//将计算后的三个点加入到输出流当中
triStream.Append(VertexOutput(t_p0, normal, uv0, ss_offset));
triStream.Append(VertexOutput(t_p1, normal, uv1, ss_offset));
triStream.Append(VertexOutput(t_p2, normal, uv2, ss_offset));
triStream.RestartStrip();
}
fixed4 frag(g2f i) : SV_Target
{
fixed4 color = tex2D(_MainTex, i.uv);
//下面3行注释掉就是显示原来的贴图
//fixed4 color = step(0, i.EmissionParam) * _Emission1 + step(i.EmissionParam, 0) * color;
//if (i.EmissionParam > 0)
//color = lerp(color, _Emission2, i.EmissionParam);
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
DX相关文档 有梦想,动力不止!