3D优化之ShadowGun系列二:浓烟,使用面片模拟粒子效果
先看效果:
看一下网格模型:
这就是个面片模型,越靠近边缘的地方,alpha值越低。所以烟有变淡的感觉。
如图:
注意箭头指的地方,面片这里故意做了个折角,这样让烟看起来更有在某个位置受风改变方向的感觉。
看shader参数:
两张贴图,一张做base,一张做2nd。
分别控制:
上面12个参数,控制的是两张贴图的使用方式,
修改的都是uv,speed是x,y方向的滚动速度,amplitude是x,y方向上sin的偏移幅度。freq是x,y方向上uv的频率。
最后两个:
color控制整体颜色变化,Multiplier控制的是颜色再提升的次数。
整体shader的注释:
Shader "MADFINGER/Environment/Scroll 2 Layers Sine AlphaBlended" {
Properties {
_MainTex ("Base layer (RGB)", 2D) = "white" {}
_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
_ScrollX ("Base layer Scroll speed X", Float) = 1.0
_ScrollY ("Base layer Scroll speed Y", Float) = 0.0
_Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
_Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
_SineAmplX ("Base layer sine amplitude X",Float) = 0.5
_SineAmplY ("Base layer sine amplitude Y",Float) = 0.5
_SineFreqX ("Base layer sine freq X",Float) = 10
_SineFreqY ("Base layer sine freq Y",Float) = 10
_SineAmplX2 ("2nd layer sine amplitude X",Float) = 0.5
_SineAmplY2 ("2nd layer sine amplitude Y",Float) = 0.5
_SineFreqX2 ("2nd layer sine freq X",Float) = 10
_SineFreqY2 ("2nd layer sine freq Y",Float) = 10
_Color("Color", Color) = (1,1,1,1)
_MMultiplier ("Layer Multiplier", Float) = 2.0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off
ZWrite On Fog { Color (0,0,0,0) }
LOD 100
CGINCLUDE
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma exclude_renderers molehill
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _DetailTex;
float4 _MainTex_ST;
float4 _DetailTex_ST;
float _ScrollX;
float _ScrollY;
float _Scroll2X;
float _Scroll2Y;
float _MMultiplier;
float _SineAmplX;
float _SineAmplY;
float _SineFreqX;
float _SineFreqY;
float _SineAmplX2;
float _SineAmplY2;
float _SineFreqX2;
float _SineFreqY2;
float4 _Color;
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
fixed4 color : TEXCOORD1;
};
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time); //先给底图根据时间做uv滚动
o.uv.zw = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time); //uv 滚动
o.uv.x += sin(_Time * _SineFreqX) * _SineAmplX; //给底图x方向上做sin周期扰动
o.uv.y += sin(_Time * _SineFreqY) * _SineAmplY; //底图y方向上做sin周期扰动
o.uv.z += sin(_Time * _SineFreqX2) * _SineAmplX2;//2nd图的uv存在texcoord的zw中
o.uv.w += sin(_Time * _SineFreqY2) * _SineAmplY2;
o.color = _MMultiplier * _Color * v.color; //给最终的颜色乘以外面赋进来的color和Multiplier。
return o;
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #pragma fragmentoption ARB_precision_hint_fastest
fixed4 frag (v2f i) : COLOR
{
fixed4 o;
fixed4 tex = tex2D (_MainTex, i.uv.xy); //底图取xy
fixed4 tex2 = tex2D (_DetailTex, i.uv.zw);//2nd图取zw
//o = tex * tex2 * i.color;
o=tex2*tex*i.color;
return o;
}
ENDCG
}
}
}
效果图中箭头指的地方,有点泛红,这个也是在面片里控制的。
面片中,越靠近火源的点,color的值越偏红。如图: