上山打老虎 发表于 2021-7-18 09:26:59

Unity 大面积花草风吹动效果以及编辑

项目场景需求一个遍布鲜花的小岛,由于运行在手机上,所以对效率有一定的要求。
环境unity2017.3.f1,使用simpleLOD这个插件,方便做mesh合并,以及LOD处理
先放1张最终的效果图。

1.shader编写
先找来一个花的模型,贴图模型大致如下:

shaderVS阶段做一个顶点运动。大致思路是花越靠近地面的,摇晃幅度越小,反之幅度越大。这个高度可以用顶点坐标来做,不过要兼容静态烘焙,或者地面不平等情况,无法获取准确高度。我这里采用UV的思路(美术保证草的根在贴图底部)。
代码如下
Shader "custom/2-sided_grass"
{
    Properties
    {
      _Color ("Main Color", Color) = (1,1,1,1)
      _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
      _Shininess ("Shininess", Range (0.01, 10)) = 0.078125
      _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
      _BumpMap ("Normalmap", 2D) = "bump" {}
      _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5

      _Direction("Direction",Vector) =(0,0,0,0) //运动的方向
      _TimeScale("TimeScale",float) = 1      //时间
      _TimeDelay("TimeDelay",float) = 1   //延迟
    }

    SubShader
    {
      Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
      LOD 400
      Cull Off
   
      CGPROGRAM
      #pragma surface surf BlinnPhong alphatest:_Cutoff vertex:vert
      #pragma target 3.0
   
      sampler2D _MainTex;
      sampler2D _BumpMap;
      fixed4 _Color;
      half _Shininess;
      fixed4 _Direction;
      half _TimeScale;
      half _TimeDelay;

      struct Input
      {
            float2 uv_MainTex;
            float2 uv_BumpMap;
      };
   
      void vert(inout appdata_full v)
      {
            fixed4 worldPos =mul(unity_ObjectToWorld,v.vertex);
            half dis =v.texcoord.y; //这里采用UV的高度来做。也可以用v.vertext.y
            half time = (_Time.y + _TimeDelay) * _TimeScale;
            v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 2 / 3) + 0.3)* _Direction.xyz;    //核心,动态顶点变换
      }

      void surf (Input IN, inout SurfaceOutput o)
      {
            fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = tex.rgb * _Color.rgb;
            o.Gloss = tex.rgb * _Color.rgb;
            o.Alpha = tex.a * _Color.a;
            o.Specular = _Shininess;
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
      }
      ENDCG
    }   

    FallBack "Transparent/Cutout/VertexLit"
}2.简单的笔刷
能够在场景里面编辑。能够调整大小,草密度,随机大小,绕Y轴旋转等,我们写一个简单的管理脚本,也方便做Mesh合并以及LOD。GrassGroup代码如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrassGroup : MonoBehaviour
{
   
    public bool editorMode = false;
   
    public GameObject grassPrefab = null;
   
    public Terrain terrain = null;
   
    public bool roodomRotationY = true;
   
    public float minScale = 1;
   
    public float maxScale = 1;
   
   
    public float radius = 1;
   
   
    public int count = 1;

    // Use this for initialization
    void Start ()
    {
      editorMode = false;
    }
    /// <summary>
    /// 生成子草
    /// </summary>
    /// <param name="postion"></param>
    public void AddGrassNode(Vector3 postion)
    {
      if (grassPrefab == null)
      {
            Debug.LogError("草预制件不能为空!!!!!");
            return;
      }

      if (terrain == null)
      {
            Debug.LogError("地形不能为空!!!!!");
            return;
      }

      for (int i = 0;i<count; i++)
      {
            GameObject go = GameObject.Instantiate(grassPrefab);
            go.transform.SetParent(transform);
            Vector2 p = Random.insideUnitCircle * radius;//将位置设置为一个半径为radius中心点在原点的圆圈内的某个点X.
            Vector2 pos2 = p.normalized * (p.magnitude);
            Vector3 pos3 = new Vector3(pos2.x, 0, pos2.y) + postion;
            float y = terrain.SampleHeight(pos3);
            Vector3 pos = new Vector3(pos3.x ,y, pos3.z);
            go.transform.position = pos;
            if (roodomRotationY)
                go.transform.Rotate(new Vector3(0, 0, 1),Random.Range(0,360) );
            float scale = Random.Range(minScale, maxScale);
            go.transform.localScale = new Vector3(scale, scale, scale);
            go.name = "grass_" + transform.childCount.ToString();
      }
    }
}Editor代码,简单写了下(注:HeGizmosCircle 是一个画圆的代码,稍微修改了下,网上找的https://www.cnblogs.com/TravelingLight/archive/2013/08/27/3286242.html)
using UnityEngine;
using UnityEditor;


public class GrassGroup_Inspector : Editor
{
    private GrassGroup grassGroup = null;
    private float m_Theta = 0.1f; // 值越低圆环越平滑
    private Color m_Color = Color.blue; // 线框颜色
    private HeGizmosCircle heGizmosCircle = null;
    void OnEnable()
    {
      grassGroup = target as GrassGroup;
      if (heGizmosCircle == null)
            heGizmosCircle = GameObject.FindWithTag("HeGizmosCircle").GetComponent<HeGizmosCircle>();
    }
    void OnDisable()
    {
      if (heGizmosCircle != null)
      {
            heGizmosCircle.SetEnable(grassGroup.editorMode);
      }         
    }
    public override void OnInspectorGUI()
    {

      base.OnInspectorGUI();
      GUILayout.BeginHorizontal();
      GUILayout.Label("radius(半径):" + grassGroup.radius.ToString());
      grassGroup.radius = GUILayout.HorizontalSlider(grassGroup.radius, 0, 10, null);
      if (heGizmosCircle != null)
            heGizmosCircle.m_Radius = grassGroup.radius;
      GUILayout.EndHorizontal();
      GUILayout.BeginHorizontal();
      GUILayout.Label("count(数量):" + grassGroup.count.ToString());
      grassGroup.count = System.Convert.ToInt32(GUILayout.HorizontalSlider(grassGroup.count, 1, 100, null));
      GUILayout.EndHorizontal();
    }

   
    static void CreateGrassGroup()
    {
      GameObject go = new GameObject("GrassGroup");
      GrassGroup group = go.AddComponent<GrassGroup>();
      go.transform.position = Vector3.zero;
    }

    public void OnSceneGUI()
    {
      if (grassGroup ==null || !grassGroup.editorMode)
            return;

      if (grassGroup.editorMode)
      {
            Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
            RaycastHit hitInfo;
            if (Physics.Raycast(ray, out hitInfo, 1 << 8))
            {
                heGizmosCircle.transform.position = hitInfo.point + new Vector3(0,0.2f,0);
                if (Event.current.type == EventType.MouseDown)
                {
                  grassGroup.AddGrassNode(hitInfo.point);
                }         
            }
      }
    }
}3.地图编辑以及合并mesh.
代码基本写完了,大致如下

勾上EditorMode即可在场景中编辑

使用SimpleLOD合并mesh,分组做LOD(我这里没做LOD,面有点多)。
看看最后shader参数,以及DrawCall等效率

这张去掉地形,只有天空盒子,花

面有点高,可以分组做LOD

补充一下,由于光照效果理想,修改了光照函数,改成贴图颜色了。
Shader "custom/2-sided_grass"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
_Shininess ("Shininess", Range (0.01, 10)) = 0.078125
_MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5

_Direction("Direction",Vector) =(0,0,0,0)
_TimeScale("TimeScale",float) = 1
_TimeDelay("TimeDelay",float) = 1
}

SubShader
{
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 400
Lighting Off
Cull Off

CGPROGRAM
#pragma surface surf myLightModel alphatest:_Cutoff vertex:vert
#pragma target 3.0

sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
fixed4 _Direction;
half _TimeScale;
half _TimeDelay;

struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
    //修改为主要贴图的颜色
      //lightDir :点到光源的单位向量   viewDir:点到摄像机的单位向量   atten:衰减系数   
      float4 LightingmyLightModel(SurfaceOutput s, float3 lightDir,half3 viewDir, half atten)   
      {   
            float4 c ;   
            c.rgb =s.Albedo;
            c.a = s.Alpha;   
            return c;   
      }

void vert(inout appdata_full v)
{
fixed4 worldPos =mul(unity_ObjectToWorld,v.vertex);
half dis =v.texcoord.y;
half time = (_Time.y + _TimeDelay) * _TimeScale;
v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 2 / 3) + 0.3)* _Direction.xyz;//核心,动态顶点变换
}

void surf (Input IN, inout SurfaceOutput o)
{
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb;
o.Gloss = tex.rgb * _Color.rgb;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}游戏中效果

修改了一个顶点着色器shader
Shader "custom/TwoSideGrass"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_Direction("Direction", Vector) = (0, 0, 0, 0)
_TimeScale("TimeScale", Float) = 1
_TimeDelay("TimeDelay", Float) = 1
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" "IgnoreProjector"="True" }
LOD 400
Cull Off

Pass
{
//Tags { "LightMode"="ForwardBase" }

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
// make fog work
#pragma multi_compile_fog
#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;
float _TimeScale, _TimeDelay;
float4 _Direction;

v2f vert (appdata v)
{
v2f o;

float4 worldPos =mul(unity_ObjectToWorld,v.vertex);
float dis =v.uv.y;
float time = (_Time.y + _TimeDelay) * _TimeScale;
v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 0.667) + 0.3) * _Direction.xyz;

o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);

return o;
}

fixed _Cutoff;
fixed4 _Color;
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
clip(col.a - _Cutoff);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col*2;
}
ENDCG
}
}
}

文档来源:开源中国社区https://my.oschina.net/u/3700246/blog/1800428
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