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
{
[Tooltip("是否打开编辑")]
public bool editorMode = false;
[Tooltip("预制体")]
public GameObject grassPrefab = null;
[Tooltip("地形")]
public Terrain terrain = null;
[Tooltip("随机朝向")]
public bool roodomRotationY = true;
[Tooltip("随时缩放最小值")]
public float minScale = 1;
[Tooltip("随时缩放最小值")]
public float maxScale = 1;
[Tooltip("半径")]
[HideInInspector]
public float radius = 1;
[Tooltip("数量")]
[HideInInspector]
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;
[CustomEditor(typeof(GrassGroup))]
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();
}
[MenuItem("地图编辑/创建GrassGroup")]
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shaderShader "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
}
}
}
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