简易的轮廓边生成(N和V dot点乘方式)(surface方式和vs ps 方式的分别实现)

时间:2021-09-10 15:21:40

一、前面心情

1.公司我的架构发生变动,从技术中心到项目组了,但不管怎么样,该看的还要看,总会用到

二、实现

简易的轮廓边生成(N和V dot点乘方式)(surface方式和vs ps 方式的分别实现)

三、参考:

http://blog.csdn.net/cubesky/article/details/38588723

四、代码和关键流程

1.使用surface shader实现:

首先:viewDir:世界坐标系下,vertex为起点,Camera为终点的向量,即Camera到vertex的反向量。

Shader "Custom/outLineTest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_OutLineColor("outLineColor",Color)=(1.0,0.0,0.0,1.0)
_threshold("outLine threshold ",Range(0.0,1.0))=0.21
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200 CGPROGRAM
#pragma surface surf Lambert sampler2D _MainTex;
float4 _OutLineColor;
float _threshold; struct Input {
float2 uv_MainTex;
float3 worldNormal;
float3 viewDir;
}; void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
float angleF=dot(normalize(IN.worldNormal),normalize(IN.viewDir));//求dot是否很小,如果很小,则说明normal和viewDir为90度,达到边缘。
o.Emission =_OutLineColor.rgb*step(angleF,_threshold);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

  

2.vs ps实现:

当Camera位置变化时,cs文件传递pos到shader中去:

cs绑定到球体上:

using UnityEngine;
using System.Collections; public class cameraCoordTest : MonoBehaviour { // Use this for initialization
public GameObject camer;
const float cameraSpeed = 10.0f;
Vector4 SetTempV()
{
Vector4 tempV = Vector4.zero;
tempV.x = camer.transform.position.x;
tempV.y = camer.transform.position.y;
tempV.z = camer.transform.position.z;
tempV.w = 1;
return tempV;
} // Update is called once per frame
void Update () { if (Input.GetKey(KeyCode.W))
{
camer.transform.Translate(Vector3.forward * Time.deltaTime * cameraSpeed); transform.renderer.material.SetVector("_camPos", SetTempV());
}
else if (Input.GetKey(KeyCode.S))
{
camer.transform.Translate(Vector3.forward * Time.deltaTime * -cameraSpeed);
transform.renderer.material.SetVector("_camPos", SetTempV());
}
else if (Input.GetKey(KeyCode.A))
{
camer.transform.Translate(Vector3.left * Time.deltaTime * cameraSpeed);
transform.renderer.material.SetVector("_camPos", SetTempV());
}
else if(Input.GetKey(KeyCode.D))
{
camer.transform.Translate(Vector3.left * Time.deltaTime * -cameraSpeed);
transform.renderer.material.SetVector("_camPos", SetTempV());
}
}
}

  

shader中,把surface修改为vs ps实现方式:

Shader "Custom/outLineTest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_threshold("outLine threshold ",Range(0.0,1.0))=0.1
_camPos("cam pos",Vector)=(0,0,-10.0,1.0)
}
SubShader{
Pass{
Fog{Mode Off}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" uniform float _threshold;
uniform float4 _camPos; struct v2f1{
float4 pos :SV_POSITION;
float3 norm : TEXCOORD1;
float3 verToViewDir : TEXCOORD2;
}; v2f1 vert(appdata_base inV)
{
v2f1 o;
o.pos = mul(UNITY_MATRIX_MVP,inV.vertex);
o.norm = mul ((float3x3)_Object2World, inV.normal);//normal转化到世界坐标系下
o.verToViewDir = normalize(_camPos.xyz-mul(_Object2World,inV.vertex).xyz);
return o;
} float4 frag(v2f1 inV):SV_Target
{
float4 reColor;
reColor.a = 1.0f;
float angleF=dot(normalize(inV.norm),normalize(inV.verToViewDir)); reColor.rgb=float3(0,0,0)+float3(1,1,1)*step(angleF,0.3); return reColor;
}
ENDCG
}
}
Fallback off
}

  

五、下一步

这种方式对平滑曲面有效,当立方体或非渐变的法线物体,此法无效,比如说plane,由于背面没有normal,无法获取

以前轮廓边检测生成阴影时,可以通过GS来判断邻边,判断line是否是轮廓边。作为以后学习内容吧。

六:注意点:

1.appdata_base 类中全是本地坐标系下的数据,需要转化到worldSpace下,所以,normal需要进行object2World的转化;
2.为了达到surface中viewDir数据,需要Camera的pos和vertex的pos进行处理,
3.如果写好surface实现,vs ps写不好,参考surface编译后的代码,仔细看,总会写好vs ps实现