闲云野鹤:吃鸡(二)之场景制作—雾效的制作

   试了下unity自带的雾效,感觉最大的问题就是没有包括天空盒,远处处于天空背景的物体显得不真实,如下图。

因此决定还是自己动手写一个脚本,最终效果如下图:(雾的垂直厚度和水平浓度可调)

 

思路:很简单,用屏幕后效果实现距离越远雾越浓,但同时从地表向上应该越来越稀薄,不然天空全是雾了,不真实。这主要是shader的作用,脚本很简单,关键代码如下,最后面有3个脚本下载地址。

PostEffectsBase.cs(不需要挂在场景物体上)

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
//在编辑状态下也可以执行该脚本
public class PostEffectsBase : MonoBehaviour
{

     protected void CheckResources()
    {
        bool isSupported = CheckSupport();

        if (isSupported == false)
        {
            NotSupported();
        }
    }

    // 调用CheckResources检查平台上的支持
    protected bool CheckSupport()
    {
        if (SystemInfo.supportsImageEffects == false )
        {
            Debug.LogWarning("This platform does not support image effects or render textures.");
            return false;
        }

        return true;
    }

    // Called when the platform doesn't support this effect
    protected void NotSupported()
    {
        enabled = false;
    }

    protected void Start()
    {
        CheckResources();
    }


    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material)
    {
        if (shader == null)
        {
            return null;
        }

        if (shader.isSupported && material && material.shader == shader)
            return material;

        if (!shader.isSupported)
        {
            return null;
        }
        else
        {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else
                return null;
        }


        //CheckShaderAndCreateMaterial函数接受两个参数,第一个参数指定了该特效需要使用Shader,
        //第二个参数则是用于后期处理的材质。该函数首先检查Shader的可用性,检查通过后就返回一个
        //使用了该Shader的材质,否则返回null。

    }
}

Fog_global.cs(继承上面的脚本,需要挂在主摄像机上)

using UnityEngine;
using System.Collections;

public class Fog_global : PostEffectsBase
{

    public Shader fogShader;
    private Material fogMaterial = null;

    public Material material
    {
        get
        {
            fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
            return fogMaterial;
        }
    }

    private Camera myCamera;
    public new Camera camera
    {
        get
        {
            if (myCamera == null)
            {
                myCamera = GetComponent<Camera>();
            }
            return myCamera;
        }
    }

    private Transform myCameraTransform;
    public Transform cameraTransform
    {
        get
        {
            if (myCameraTransform == null)
            {
                myCameraTransform = camera.transform;
            }

            return myCameraTransform;
        }
    }

    [Range(0.1f, 40.0f)]
    public float fogDensity = 25.0f;

    public Color fogColor = Color.white;

    public float fogStart = 5f;
    public float fogEnd = 2000f;

    public float H_floor = -600f;
    public float H_top = 200f;

    void OnEnable()
    {
        GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
    }
    //首先计算近裁剪平面的4个角对应的向量,并把他们存储在一个矩阵类型的变量)
    //(frustumCorners)中。 随后把结果和其他参数传递给材质,并调用Graphics.Blit(src,dest,material)
    //把渲染结果显示在屏幕上。
    void OnRenderImage(RenderTexture src, RenderTexture dest)
    {
        if (material != null)
        {
            Matrix4x4 frustumCorners = Matrix4x4.identity;

            float fov = camera.fieldOfView;
            float near = camera.nearClipPlane;
            float aspect = camera.aspect;

            float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
            Vector3 toRight = cameraTransform.right * halfHeight * aspect;
            Vector3 toTop = cameraTransform.up * halfHeight;

            Vector3 topLeft = cameraTransform.forward * near + toTop - toRight;
            float scale = topLeft.magnitude / near;

            topLeft.Normalize();
            topLeft *= scale;

            Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
            topRight.Normalize();
            topRight *= scale;

            Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
            bottomLeft.Normalize();
            bottomLeft *= scale;

            Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;
            bottomRight.Normalize();
            bottomRight *= scale;

            frustumCorners.SetRow(0, bottomLeft);
            frustumCorners.SetRow(1, bottomRight);
            frustumCorners.SetRow(2, topRight);
            frustumCorners.SetRow(3, topLeft);

            material.SetMatrix("_FrustumCornersRay", frustumCorners);

            material.SetFloat("_FogDensity", fogDensity);
            material.SetColor("_FogColor", fogColor);
            material.SetFloat("_FogStart", fogStart);
            material.SetFloat("_FogEnd", fogEnd);
            material.SetFloat("_H_floor", H_floor);
            material.SetFloat("_H_top", H_top);
            material.SetVector("_CamPos", cameraTransform.position);
            Graphics.Blit(src, dest, material);
        }
        else
        {
            Graphics.Blit(src, dest);
        }
    }
}

Fog_global.shader(拖入Fog_global.cs槽中)

Shader "custom/Fog" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _FogDensity ("Fog Density", Float) = 1.0
        _FogColor ("Fog Color", Color) = (1, 1, 1, 1)
        _FogStart ("Fog Start", Float) = 0.0
        _FogEnd ("Fog End", Float) = 1.0
    }
    SubShader {
        CGINCLUDE

        #include "UnityCG.cginc"

        float4x4 _FrustumCornersRay;

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        //深度纹理
        sampler2D _CameraDepthTexture;
        half _FogDensity;
        fixed4 _FogColor;
        float _FogStart;
        float _FogEnd;
		float4 _CamPos;
		float _H_floor;
		float _H_top;
        struct v2f {
            float4 pos : SV_POSITION;
           float2 uv : TEXCOORD0;
            float2 uv_depth : TEXCOORD1;
            float4 interpolatedRay : TEXCOORD2;
        };

        v2f vert(appdata_img v) {
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);

         o.uv = v.texcoord;
            o.uv_depth = v.texcoord;

            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
                o.uv_depth.y = 1 - o.uv_depth.y;
            #endif

            int index = 0;
            if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
                index = 0;
            } else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
                index = 1;
            } else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
                index = 2;
            } else {
                index = 3;
            }
            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
                index = 3 - index;
            #endif

            o.interpolatedRay = _FrustumCornersRay[index];

            return o;
        }

        fixed4 frag(v2f i) : SV_Target {
			float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));
            float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;
			float _distance = distance(worldPos,_CamPos);
            float fogDensity = (_distance-_FogStart)*0.3 / (_FogEnd - _FogStart); //越远越浓
			fogDensity *=(_H_top - worldPos.y) / (_H_top - _H_floor);//离地面越高越稀薄
            fogDensity = saturate(fogDensity * _FogDensity) ;
			fixed4 finalColor= tex2D(_MainTex, i.uv);
           finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity*0.3);
            return finalColor ;
        }

        ENDCG

        Pass {              
            CGPROGRAM  

            #pragma vertex vert  
            #pragma fragment frag  

            ENDCG
        }
    } 
    FallBack Off
}

全部脚本下载地址:https://download.csdn.net/download/qq_34593121/11977887

下载内容说明:unity自带的雾效,感觉最大的问题就是没有包括天空盒,远处处于天空背景的物体显得不真实,此脚本可以用屏幕后效果实现距离越远雾越浓,同时从地表向上越来越稀薄,形成比较自然的雾效。

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转载自blog.csdn.net/qq_34593121/article/details/103079313