Twirl是一個全屏畫面扭曲的效果,新仙劍的戰(zhàn)斗切換有用到這個效果。
主要有三個設置:
center扭曲的中心點
radius扭曲的范圍
angle扭曲的角度
用到了如下函數(shù)
Matrix4x4.TRS(Vector3 pos, Quaternion rotate,Vector3 scale)
創(chuàng)建一個包括位移,旋轉,縮放的矩陣
Matrix4x4rotationMatrix =Matrix4x4.TRS(Vector3.zero,Quaternion.Euler(0,0, angle),Vector3.one);
然后通過material的以下函數(shù)向shader里傳參數(shù)
material.SetMatrix("name",value)對應Shader里的 float4x4
material.SetVector("name",value)對應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;
}
步驟:
腳本
(1) 通過Angle得到旋轉矩陣
Matrix4x4rotationMatrix =Matrix4x4.TRS(Vector3.zero,Quaternion.Euler(0,0, angle),Vector3.one);
(2) 將矩陣和 旋轉中點 及 半徑傳入shader.
Shader
(1) 將坐標系從左下角的坐標系 轉到 以旋轉中點為 原點的坐標系
vert里 o.uv = v.texcoord- _CenterRadius.xy;
(2) 將旋轉坐標系 里的uv乘以 旋轉矩陣。
(3) 將uv除以 半徑, 再取長度。長度超過1則為 旋轉區(qū)域外,小于則在區(qū)域內
(4) 如果在區(qū)域外,則為默認offset, 在內則是旋轉后的offset
腳本
usingUnityEngine;
usingSystem.Collections;
public classTwirlEffectMe :MonoBehaviour{
public Shadershader;
private Materialmat;
public Vector2radius =new Vector2(0.3F,0.3F);
publicfloatangle =50;
public Vector2center =new Vector2(0.5F,0.5F);
voidStart()
{
mat =newMaterial(shader);
}
voidOnRenderImage (RenderTexturesource,RenderTexturedestination) {
RenderDistortion (mat, source, destination, angle, center, radius);
}
publicstaticvoidRenderDistortion(Materialmaterial,RenderTexturesource,RenderTexturedestination,floatangle,Vector2center,Vector2radius)
{
Matrix4x4rotationMatrix =Matrix4x4.TRS(Vector3.zero,Quaternion.Euler(0,0, angle),Vector3.one);
material.SetMatrix("_RotationMatrix", rotationMatrix);
material.SetVector("_CenterRadius",newVector4(center.x, center.y, radius.x, radius.y));
Graphics.Blit(source, destination, material);
}
}
Shader腳本
Shader"Custom/TwirlEffectMe"{
Properties{
_MainTex ("Base (RGB)",2D) ="white"{}
}
SubShader{
Pass{
ZTestAlwaysCullOffZWriteOff
Fog{Modeoff}
CGPROGRAM
#pragmavertex vert
#pragmafragment frag
#include"UnityCG.cginc"
uniformsampler2D_MainTex;
uniformfloat4_MainTex_TexelSize;
uniformfloat4_CenterRadius;
uniformfloat4x4_RotationMatrix;
structv2f {
float4pos : POSITION;
float2uv :TEXCOORD0;
} ;
v2f vert( appdata_img v )
{
v2f o;
o.pos =mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord- _CenterRadius.xy;
returno;
}
float4frag (v2f i) :COLOR
{
float2offset= i.uv;
float2distortedOffset = MultiplyUV (_RotationMatrix,offset.xy);
float2tmp =offset/ _CenterRadius.zw;
float2finalUV;
floatlen =length(tmp);
// out of twirl
if( len >1)
{
finalUV =offset;
}
else
{
finalUV =distortedOffset;
}
// back to normal uv coordinate
finalUV += _CenterRadius.xy;
returntex2D(_MainTex, finalUV);
}
ENDCG
}
}
Fallbackoff
}
但是運行后,發(fā)現(xiàn)僅僅是簡單旋轉。需要再加上模糊。
分析一下,發(fā)現(xiàn)是由內向外從distortedOffset 漸漸向 正常offset過度的過程
于是將43行的finalUV =distortedOffset;改為
finalUV =lerp(distortedOffset,offset, len );
整體代碼如下:
Shader"Custom/TwirlEffectMe"{
Properties{
_MainTex ("Base (RGB)",2D) ="white"{}
}
SubShader{
Pass{
ZTestAlwaysCullOffZWriteOff
Fog{Modeoff}
CGPROGRAM
#pragmavertex vert
#pragmafragment frag
#include"UnityCG.cginc"
uniform sampler2D_MainTex;
uniformfloat4_MainTex_TexelSize;
uniformfloat4_CenterRadius;
uniformfloat4x4_RotationMatrix;
structv2f {
float4pos : POSITION;
float2uv :TEXCOORD0;
} ;
v2f vert( appdata_img v )
{
v2f o;
o.pos =mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord- _CenterRadius.xy;
returno;
}
float4frag (v2f i) :COLOR
{
float2offset= i.uv;
float2distortedOffset = MultiplyUV (_RotationMatrix,offset.xy);
float2tmp =offset/ _CenterRadius.zw;
float2finalUV;
floatlen =length(tmp);
// out of twirl
if( len >1)
{
finalUV =offset;
}
else
{
finalUV =lerp(distortedOffset,offset, len );
}
// back to normal uv coordinate
finalUV += _CenterRadius.xy;
returntex2D(_MainTex, finalUV);
}
ENDCG
}
}
Fallbackoff
}
點擊運行,效果對了。