蛋哥的学习笔记之-基于Unity的Shader编程:X-1 音乐水波特效
热度 13728 2015-7-11 23:34 |个人分类:蛋哥的学习笔记之-基于Unity的Shader编程| 音乐, Unity, Shader, 水波, Shader, Shader, Shader, Shader
一、要干些啥:
很久很久没有写文档了,前段时间做了个个人很喜欢的,自认为比较原创的小特效,所以写个文档纪念下(本人特别喜欢音乐)
思路其实很简单,首先用顶点着色器实现一般的水波特效,然后解析音频数据(我这里是用listener获取的数据来解析的),然后划分出低音,中音和高音,最后用是Shader控制显示;然后再加上一些Cubemap啊,Phone反射啊什么的,让它看起来好看一些就OK料~
关于音频解析的,如果你有兴趣的话,还可以参考下这篇文章:
http://tips.hecomi.com/entry/2014/11/11/021147
是讲解如何用音频控制角色口型的,这样在做妹子唱歌动画的时候,就不用一帧一帧K动画鸟~~
二、码儿预览:
首先看下Shader码儿吧:(码儿中有部分模块和变量是没有用到的,有些是我直接拿以前写好的东西搬过来,有些是为了达到我想要的效果调调改改)
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a、ShaderWaterWave.shader 文件: 用以控制水波的Shader
Shader "EggBrother/ShaderWaterWave" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TintAmount ("Tint Amount", Range(0, 1)) = 0.5 // 色彩叠加强度 _ColorA ("Color A", Color) = (1, 1, 1, 1) // 第一个颜色 _ColorB ("Color B", Color) = (1, 1, 1, 1) // 第二个颜色 _Speed ("Wave Speed", Range(0.1, 80)) = 5 // 波浪速度 _Frequency ("Wave Frequency", Range(0, 5)) = 2 // 波浪频率 _Amplitude ("Wave Amplitude", Range(0, 1)) = 1 // 波浪振幅 _Displacement ("Displacement", Range(0, 1.0)) = 0.3 // 加入杂波的量 //_SpeedStrength ("Speed Strength", Vector3) = (1, 1, 1) _Alpha ("Alpha Value", Range(0, 1)) = 0.5 // 透明度 // 用于blinnPhone反射 _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1) // 高光颜色 _SpecPower ("Specular Power", Range(0.1, 100)) = 2 // 高光强度 // 用于cubemap反射 _Cubemap ("Cube Map", CUBE) = "" {} // cubemap _ReflAmount ("Reflection Amount", Range(0.01, 1)) = 0.5 // 反射强度 // 用于纹理动画 _ScrollSpeedX ("Scroll Speed X", Range(-2, 2)) = -0.5 // X方向速度 _ScrollSpeedY ("Scroll Speed Y", Range(-2, 2)) = -0.5 // Y方向速度 } SubShader { Tags { "RenderType"="Opaque" } LOD 300 CGPROGRAM // 加载我们自定义的模块 #include "EggBrother/EggBrotherLightings.cginc" #include "EggBrother/EggBrotherFunctions.cginc" #pragma surface surf EGBlinnPhong vertex:vert alpha //#pragma target 5.0 ////////////////// 顶点处理 ///////////////// fixed _Speed; fixed _Frequency; fixed _Amplitude; fixed _Displacement; //float3 _SpeedStrength; samplerCUBE _Cubemap; fixed _ReflAmount; fixed _ScrollSpeedX; fixed _ScrollSpeedY; struct Input { float2 uv_MainTex; float3 vertColor; // 用以在surf函数中使用 float3 worldRefl; }; void vert(inout appdata_full v, out Input o) { // 使用 DX11 的规则 UNITY_INITIALIZE_OUTPUT(Input, o); // 根据振幅和频率计算变化值 float time = _Time * _Speed / 2; float waveValueA = sin((v.vertex.x + v.vertex.z) * _Frequency + time * _Frequency) * _Amplitude; // 修改顶点位置 v.vertex.xyz = float3(v.vertex.x, v.vertex.y + waveValueA, v.vertex.z); // 修改顶点法线(用以光照计算) v.normal = normalize(float3(v.normal.x + waveValueA, v.normal.y, v.normal.z)); // 顶点细分 //float d = tex2Dlod(_MainTex, float4(v.texcoord.xy,0,0)).r * _Displacement; //v.vertex.xyz += v.normal * d; // 输出最终颜色 o.vertColor = float3(waveValueA, waveValueA, waveValueA); } ////////////////// surf 颜色处理 ///////////////// sampler2D _MainTex; float _TintAmount; float4 _ColorA; float4 _ColorB; float _Alpha; void surf (Input IN, inout SurfaceOutput o) { float3 tintColor = lerp(_ColorA, _ColorB, IN.vertColor).rgb; // 计算纹理动画 fixed2 scrolledUV = IN.uv_MainTex; fixed xScrollValue = _ScrollSpeedX * _Time; fixed yScrollValue = _ScrollSpeedY * _Time; scrolledUV += fixed2(xScrollValue, yScrollValue); half4 c = tex2D (_MainTex, scrolledUV); // 获取Cubemap的uv信息 o.Emission = texCUBE(_Cubemap, IN.worldRefl).rgb * _ReflAmount; o.Albedo = c.rgb * (tintColor * _TintAmount); o.Specular = 0.2; o.Gloss = 1.0; o.Alpha = c.a * _Alpha; } ENDCG } FallBack "Diffuse" }
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b、ShaderWaterBright.shader 文件: 用以控制屏幕特效(亮度、饱和度、对比度等),在这个demo里只使用了亮度控制
Shader "EggBrother/ShaderWaterBright" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BlendTex ("Blend Texture", 2D) = "white" {} // 混合贴图 _Opacity ("Blend Opacity", Range(0, 1)) = 1 // 混合指数 _LuminosityAmount ("GrayScale Amount", Range(0.0, 1)) = 1.0 // 灰度值 _DepthPower ("Depth Power", Range(1, 5)) = 1 // 深度值 _BrightnessAmount ("Brightness Amount", Range(0.0, 1)) = 1.0 // 亮度 _SaturationAmount ("Satruation Amount", Range(0.0, 1)) = 1.0 // 饱和度 _ContrastAmount ("Contrast Amount", Range(0.0, 1)) = 1.0 // 对比度 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _BlendTex; // 混合贴图 fixed _Opacity; // 混合指数 fixed _LuminosityAmount; // 灰度 fixed _DepthPower; // 深度 fixed _BrightnessAmount; // 亮度 fixed _SaturationAmount; // 饱和度 fixed _ContrastAmount; // 对比度 sampler2D _CameraDepthTexture; // 根据亮度、饱和度、对比度计算颜色 float3 ContrastSaturationBrightness(float3 color, float brt, float sat, float con) { float AvgLumR = 0.5; float AvgLumG = 0.5; float AvgLumB = 0.5; // 系数为CIE颜色匹配函数得来,为行业标准 float3 LuminanceCoeff = float3(0.2125, 0.7154, 0.0721); // 根据亮度计算 float3 AvgLumin = float3(AvgLumR, AvgLumG, AvgLumB); float3 brtColor = color * brt; float intensityf = dot(brtColor, LuminanceCoeff); float3 intensity = float3(intensityf, intensityf, intensityf); // 根据饱和度计算 float3 satColor = lerp(intensity, brtColor, sat); // 根据对比度计算 float3 conColor = lerp(AvgLumin, satColor, con); // 返回最终结果 return conColor; } // 单个通道叠加 fixed OverlayBlendModeSingle(fixed basePixel, fixed blendPixel) { if(basePixel < 0.5) { return (2.0 * basePixel * blendPixel); } else { return (1.0 - 2.0 * (1.0 - basePixel) * (1.0 - blendPixel)); } } // 叠加混合 fixed4 OverlatBlendMode(fixed4 baseTexture, fixed4 blendPixel) { fixed4 finalTex = baseTexture; finalTex.r = OverlayBlendModeSingle(baseTexture.r, blendPixel.r); finalTex.g = OverlayBlendModeSingle(baseTexture.g, blendPixel.g); finalTex.b = OverlayBlendModeSingle(baseTexture.b, blendPixel.b); return finalTex; } fixed4 frag(v2f_img i) : Color { fixed4 renderTex = tex2D(_MainTex, i.uv); // 根据灰度值计算 float luminosity = 0.299 * renderTex.r + 0.587 * renderTex.g + 0.114 * renderTex.b; fixed4 finalColor = lerp(renderTex, luminosity, _LuminosityAmount); // 根据深度值计算 float depth = UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, i.uv.xy)); depth = pow(Linear01Depth(depth), _DepthPower); finalColor = finalColor * depth; // 根据从亮度,饱和度,对比度计算 finalColor.rgb = ContrastSaturationBrightness(finalColor.rgb, _BrightnessAmount, _SaturationAmount, _ContrastAmount); // 混合计算 fixed4 blendTex = tex2D(_BlendTex, i.uv); // 乘法混合 //fixed4 finalTex = finalColor * blendTex; // 乘法混合 //fixed4 finalTex = finalColor + blendTex; // 加法混合 //fixed4 finalTex = 1.0 - (1.0 - finalColor) * (1.0 - blendTex); // 屏幕混合 fixed4 finalTex = OverlatBlendMode(finalColor, blendTex); // 叠加混合 finalTex = lerp(finalColor, finalTex, _Opacity); return finalTex; } ENDCG } } FallBack "Diffuse" }
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c、AudioEffect.cs 文件: 用以解析音频文件
using UnityEngine; using System.Collections; public class AudioEffect : MonoBehaviour { public float[] spectrum = new float[1024]; // 监听器获取的音乐数据 public int resolution = 1024; // 音乐数据长度 public GameObject WaterWave; // 水波object public float lowFreqThreshold = 14700; // 低音 public float midFreqThreshold = 29400; // 中音 public float highFreqThreshold = 44100; // 高音 public Transform[] audioCube = new Transform[10]; // 音乐柱子 public float[] freqThreshold = new float[10]; // 音频阈值 public float lowEnhance = 1f, midEnhance = 10f, highEnhance = 100f; //音效增强 private Material m_material; // 材质球 private AudioWaterEffect m_waterBright; // 控制屏幕特效 void Start() { m_material = WaterWave.transform.GetComponent<MeshRenderer>().material; m_waterBright = transform.GetComponent<AudioWaterEffect>(); } void Update() { spectrum = AudioListener.GetSpectrumData(resolution, 0, FFTWindow.BlackmanHarris); int deltaFreq = AudioSettings.outputSampleRate / resolution; // 控制音乐柱子 ControlAudioCubes(deltaFreq); // 设置水波 ControlWaterWave(deltaFreq); } // 设置水波 public void ControlWaterWave(float deltaFreq) { float low = 0f, mid = 0f, high = 0f; for (int i = 0; i < resolution; ++i) { float freq = deltaFreq * i; if (freq <= lowFreqThreshold) low += spectrum[i]; else if (freq <= midFreqThreshold) mid += spectrum[i]; else if (freq <= highFreqThreshold) high += spectrum[i]; } low *= lowEnhance; mid *= midEnhance; high *= highEnhance; // 设置水波的振幅 mid = mid / 5; if (WaterWave != null) { // 根据中音设置振幅 if (mid > 0.8) { mid = 0.8f; } else if (mid < 0.1) { mid = 0.1f; } m_material.SetFloat("_Amplitude", mid); // 设置亮度 m_waterBright.brightnessAmount = 0.6f + mid / 2; if (m_waterBright.brightnessAmount > 0.7) { m_waterBright.brightnessAmount = 0.7f; } else if (m_waterBright.brightnessAmount < 0.6f) { m_waterBright.brightnessAmount = 0.6f; } } } // 控制音乐柱子 public void ControlAudioCubes(float deltaFreq) { float[] freqList = new float[10]; for (int i = 0; i < resolution; ++i) { float freq = deltaFreq * i; if (freq <= freqThreshold[0]) { freqList[0] += spectrum[i]; } else if (freq <= freqThreshold[1]) { freqList[1] += spectrum[i]; } else if (freq <= freqThreshold[2]) { freqList[2] += spectrum[i]; } else if (freq <= freqThreshold[3]) { freqList[3] += spectrum[i]; } else if (freq <= freqThreshold[4]) { freqList[4] += spectrum[i]; } else if (freq <= freqThreshold[5]) { freqList[5] += spectrum[i]; } else if (freq <= freqThreshold[6]) { freqList[6] += spectrum[i]; } else if (freq <= freqThreshold[7]) { freqList[7] += spectrum[i]; } else if (freq <= freqThreshold[8]) { freqList[8] += spectrum[i]; } else if (freq <= freqThreshold[9]) { freqList[9] += spectrum[i]; } } for (int i = 0; i < 10; i++) { audioCube[i].localScale = new Vector3(audioCube[i].localScale.x, freqList[i] * 2, audioCube[i].localScale.z); } } private void elseif(bool p) { throw new System.NotImplementedException(); } }
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d、AudioWaterEffect.cs 文件: 用以控制屏幕特效
using UnityEngine; using System.Collections; [ExecuteInEditMode] // 在没有运行的状态下也可以调试 public class AudioWaterEffect : MonoBehaviour { #region Variables public Shader curShader; public Texture2D blendTexture; public float blendOpacity = 1.0f; public float grayScaleAmount = 1.0f; // 灰度 public float depthPower = 1.0f; // 深度 public float brightnessAmount = 1.0f; // 亮度 public float saturationAmount = 1.0f; // 饱和度 public float contrastAmount = 1.0f; // 对比度 private Material m_curMaterial; public AudioListener listener; #endregion // 检查材质 #region Properties Material material { get { if (m_curMaterial == null) { m_curMaterial = new Material(curShader); m_curMaterial.hideFlags = HideFlags.HideAndDontSave; } return m_curMaterial; } } #endregion // 检查平台是否支持特效 void Start () { if (!SystemInfo.supportsImageEffects) { enabled = false; return; } if (!curShader && !curShader.isSupported) { enabled = false; } } // Unity内置的渲染图像函数 void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture) { if (curShader != null) { // 设置混合纹理 material.SetTexture("_BlendTex", blendTexture); material.SetFloat("_Opacity", blendOpacity); // 设置灰度值 material.SetFloat("_LuminosityAmount", grayScaleAmount); // 设置深度值 material.SetFloat("_DepthPower", depthPower); // 设置亮度,饱和度,对比度 material.SetFloat("_BrightnessAmount", brightnessAmount); material.SetFloat("_SaturationAmount", saturationAmount); material.SetFloat("_ContrastAmount", contrastAmount); Graphics.Blit(sourceTexture, destTexture, material); } else { Graphics.Blit(sourceTexture, destTexture); } } // Update is called once per frame void Update () { // 设置开启深度模式 Camera.main.depthTextureMode = DepthTextureMode.Depth; grayScaleAmount = Mathf.Clamp(grayScaleAmount, 0.0f, 1.0f); depthPower = Mathf.Clamp(depthPower, 0.0f, 1.0f); brightnessAmount = Mathf.Clamp(brightnessAmount, 0.0f, 5.0f); saturationAmount = Mathf.Clamp(saturationAmount, 0.0f, 5.0f); contrastAmount = Mathf.Clamp(contrastAmount, 0.0f, 5.0f); } void OnDisable() { if (m_curMaterial) { DestroyImmediate(m_curMaterial); } } }
三、Unity里的设置:
由于代码比较多,就不一行一行说了,太麻烦鸟 自认为注释什么的,也写得挺明白的,如果有不懂的话,再问我吧~~
这里简单截下Unity里面文件放置的位置:
ShaderWaterWave放到水波的材质球上,里面需要一个材质贴图,直接用Unity里面自带的水波贴图就可以了
AudioEffect文件放到摄像机上:
AudioWaterEffect也放到摄像机上
最后场景里放置的物体
四、轻松一下:
《古墓丽影9》劳拉的35种残忍死法,你永远都不知道玩家会怎么去玩游戏~~
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