转载自风宇冲Unity3D教程学院
Twirl是一个全屏画面扭曲的效果,新仙剑的战斗切换有用到这个效果。
主要有三个设置:
center 扭曲的中心点
radius 扭曲的范围
angle 扭曲的角度
用到了如下函数
Matrix4x4.TRS(Vector3 pos, Quaternion rotate,Vector3 scale)
创建一个包括位移,旋转,缩放的矩阵
Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle),Vector3.one);
然后通过material的以下函数向shader里传参数
material.SetMatrix("name",value) 对应Shader里的 float4x4
material.SetVector("name",value) 对应Shader里的 float4
float2 MultiplyUV (float4x4 mat, float2 inUV) {
float4 temp = float4 (inUV.x, inUV.y, 0, 0);
temp = mul (mat, temp);
return temp.xy;
}
步骤:
脚本
(1) 通过Angle得到旋转矩阵
Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0 , 0 , angle),Vector3.one);
(2) 将矩阵和 旋转中点 及 半径传入shader.
Shader
(1) 将坐标系从左下角的坐标系 转到 以旋转中点为 原点的坐标系
vert里 o.uv = v.texcoord - _CenterRadius.xy;
(2) 将旋转坐标系 里的uv乘以 旋转矩阵。
(3) 将uv除以 半径, 再取长度。长度超过1则为 旋转区域外,小于则在区域内
(4) 如果在区域外,则为默认offset, 在内则是旋转后的offset
脚本
using UnityEngine; using System.Collections; public class TwirlEffectMe : MonoBehaviour { public Shader shader; private Material mat; public Vector2 radius = new Vector2(0.3F,0.3F); public float angle = 50; public Vector2 center = new Vector2 (0.5F, 0.5F); void Start() { mat = new Material(shader); } void OnRenderImage (RenderTexture source, RenderTexture destination) { RenderDistortion (mat, source, destination, angle, center, radius); } public static void RenderDistortion(Material material, RenderTexture source, RenderTexturedestination, float angle, Vector2 center, Vector2 radius) { Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0 , 0 , angle), Vector3.one); material.SetMatrix("_RotationMatrix", rotationMatrix); material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y)); Graphics.Blit(source, destination, material); } }
Shader脚本
Shader "Custom/TwirlEffectMe" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; uniform float4 _CenterRadius; uniform float4x4 _RotationMatrix; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; } ; v2f vert( appdata_img v ) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord - _CenterRadius.xy; return o; } float4 frag (v2f i) : COLOR { float2 offset = i.uv; float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); float2 tmp = offset / _CenterRadius.zw; float2 finalUV; float len = length(tmp); // out of twirl if( len >1) { finalUV = offset; } else { finalUV = distortedOffset; } // back to normal uv coordinate finalUV += _CenterRadius.xy; return tex2D(_MainTex, finalUV); } ENDCG } } Fallback off }
但是运行后,发现仅仅是简单旋转。需要再加上模糊。
分析一下,发现是由内向外从distortedOffset 渐渐向 正常offset过度的过程
于是将43行的finalUV = distortedOffset;改为
finalUV = lerp(distortedOffset, offset, len );
整体代码如下:
Shader "Custom/TwirlEffectMe" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; uniform float4 _CenterRadius; uniform float4x4 _RotationMatrix; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; } ; v2f vert( appdata_img v ) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord - _CenterRadius.xy; return o; } float4 frag (v2f i) : COLOR { float2 offset = i.uv; float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); float2 tmp = offset / _CenterRadius.zw; float2 finalUV; float len = length(tmp); // out of twirl if( len >1) { finalUV = offset; } else { finalUV = lerp(distortedOffset, offset, len ); } // back to normal uv coordinate finalUV += _CenterRadius.xy; return tex2D(_MainTex, finalUV); } ENDCG } } Fallback off }
点击运行,效果对了。