如何实现草地的效果

本文参考自教程,并加上自己的一些心得体会。

0.生成三角形面片

一块草地由若干根草组成,每根草其实可以看作是一个三角形面片。为了生成三角形面片,我们借助geometry shader的力量,去修改输入的顶点信息:

[maxvertexcount(3)]
void geo(triangle v2g IN[3], inout TriangleStream<g2f> tristream)
{
	tristream.Append(generateGeoVertex(IN[0]));
	tristream.Append(generateGeoVertex(IN[0]));
	tristream.Append(generateGeoVertex(IN[0]));
}

如何确定生成三角形面片的position信息呢?这里我们选择在切线空间中去生成position。之所以选择切线空间而不是物体空间,是因为我们希望最后生成的草是生长在物体表面的,即与物体表面垂直,与物体本身是什么形状是无关的。通过输入的顶点信息,即可构造出所需要的TBN矩阵:

        float4 vertex = IN[0].vertex;
        float4 tangent = IN[0].tangent;
        float3 normal = IN[0].normal;
        float3 binormal = cross(normal, tangent) * tangent.w;
        float3x3 tangentToLocal =
        {
            tangent.x, binormal.x, normal.x,
            tangent.y, binormal.y, normal.y,
            tangent.z, binormal.z, normal.z,
        };

Unity提供的tangent向量中的w分量用于确定副切线binormal的方向。接下来,就可以将生成的三角形面片的切线坐标转换到裁剪坐标系输出给frag shader:

    g2f generateGeoVertex(float3 originPos, float width, float forward, float height, float2 uv, float3x3 tangentToLocal)
    {
        float3 tangentPos = float3(width, forward, height);
        float3 localPos = originPos + mul(tangentToLocal, tangentPos);
        g2f o;
        o.uv = uv;
        o.pos = UnityObjectToClipPos(localPos);
        return o;
    }

假设生成的三角形切线坐标为(-0.5, 0, 0),(0.5, 0, 0),(0, 1, 0),生成的效果如下:

显而易见有一些细节需要完善,让我们来逐一解决。

1.完善草的细节

我们希望,草的颜色是渐变的绿色,底部的颜色最深,顶部的颜色最浅。因此,我们可以借助纹理坐标的y来代表颜色的深浅程度:

            fixed4 frag (g2f i) : SV_Target
            {
                fixed4 col = lerp(_BottomColor, _TopColor, i.uv.y);
                return col;
            }

然后在面板上调好颜色,效果如下:

看上去有了草的气息。但是现在看上去太死板了,每个草的面向完全一致,需要加些随机因素,让每个草的面向发生不同的偏转,也就是在切线坐标系中,让它们的坐标绕z轴旋转一个随机的角度:

float3x3 randomFacingMatrix = angleAxis3x3(rand(vertex.xyz) * TWO_PI, float3(0, 0, 1));
float3x3 mat = mul(tangentToLocal, randomFacingMatrix);

看上去好了一些。不过现在来看每一棵草都是笔直的,也比较生硬,需要给它们随机俯仰一个角度:

float3x3 ramdomForwardMatrix = angleAxis3x3(rand(vertex.zyx) * _BendRotationRandom * HALF_PI, float3(-1, 0, 0));
float3x3 mat = mul(mul(tangentToLocal, randomFacingMatrix), ramdomForwardMatrix);

接下来,我们需要处理每棵草的宽度和高度,现在每棵草显得太大了,也要限制下宽高阈值,然后随机一下:

float randomWidth = (2 * rand(vertex.xzy) - 1) * _BladeWidthRandom + _BladeWidth;
float randomHeight = (2 * rand(vertex.yzx) - 1) * _BladeHeightRandom + _BladeHeight;

现在草终于有草的样子了,但是看上去也太过于稀疏了。接下来我们要借助tessellation的力量,扩充整体的顶点数量。

2.tessellation增加顶点

在渲染管线中我们只能指定tessellation输入的顶点信息,和具体输出的顶点信息,中间如何tessellation的过程是由硬件控制的。有关tessellation的文章可以查看这篇。为了实现tessellation,我们需要引入hull shader和domain shader,并声明用来告诉硬件如何细分顶点的TessellationFactors结构:

struct TessellationFactors
{
	float edge[3] : SV_TessFactor;
	float inside : SV_InsideTessFactor;
};

TessellationFactors patchConstantFunction(InputPatch<v2g, 3> patch)
{
    TessellationFactors f;
    f.edge[0] = _TessellationUniform;
    f.edge[1] = _TessellationUniform;
    f.edge[2] = _TessellationUniform;
    f.inside = _TessellationUniform;
    return f;
}
    
[UNITY_domain("tri")]
[UNITY_patchconstantfunc("patchConstantFunction")]
[UNITY_partitioning("integer")]
[UNITY_outputtopology("triangle_cw")]
[UNITY_outputcontrolpoints(3)]
v2g hull (InputPatch<v2g, 3> patch, uint id : SV_OutputControlPointID)
{
	return patch[id];
}

[UNITY_domain("tri")]
v2g domain(TessellationFactors factors, OutputPatch<v2g, 3> patch, float3 barycentricCoordinates : SV_DomainLocation)
{
    v2g v;
    v.vertex = patch[0].vertex * barycentricCoordinates.x + patch[1].vertex * barycentricCoordinates.y + patch[2].vertex * barycentricCoordinates.z;
    v.tangent = patch[0].tangent * barycentricCoordinates.x + patch[1].tangent * barycentricCoordinates.y + patch[2].tangent * barycentricCoordinates.z;
    v.normal = patch[0].normal * barycentricCoordinates.x + patch[1].normal * barycentricCoordinates.y + patch[2].normal * barycentricCoordinates.z;
    v.uv = patch[0].uv * barycentricCoordinates.x + patch[1].uv * barycentricCoordinates.y + patch[2].uv * barycentricCoordinates.z;

    return v;
}

patchConstantFunction用来设置factors结构的值。具体tessellation factors中的edge和inside分量是如何影响顶点划分的,可以参考这篇知乎问答

做完这些后,我们将_TessellationUniform的值调大试试:

3.让草动起来

现在看上去已经有了草地的雏形,但它们都还是静止的。接下来,我们要加一点风的元素,让草动起来。

实现起来也不是很麻烦,就是根据时间的变化,对一张代表风的贴图进行连续采样,根据采样点信息计算出风力和风向,然后得到对应的旋转矩阵,应用在每棵草上:

        float2 uv = vertex.xz * _WindDistortionMap_ST.xy + _WindDistortionMap_ST.zw + _WindFrequency * _Time.y;
        float2 windSample = (2 * tex2Dlod(_WindDistortionMap, float4(uv, 0, 0)).xy - 1) * _WindStrength;
        float3 wind = normalize(float3(windSample, 0));
        float3x3 windMatrix = angleAxis3x3(windSample * PI, wind);
        float3x3 mat = mul(mul(mul(tangentToLocal, windMatrix), randomFacingMatrix), ramdomForwardMatrix);

需要注意的是,由于这些工作都是在geometry shader完成的,因而要使用tex2Dlod而不是tex2D方法进行采样,否则会出错,原因可以参考这个链接

​ The error here is that you're trying to sample from a texture in a vertex shader the way you would in a fragment or pixel shader.

​ Vertex texture fetches are a little bit special. They're only supported in Shader Model 3 and up,

​ and they're unable to use the tex2d() function.

​ That may sound odd, but tex2D() is really a shortcut that says "figure out the right mip level to sample automatically"

​ - in a fragment shader this is done using implicit derivatives, but those aren't available at the vertex stage.

​ So, we need to use the more explicit tex2dlod() form (which works at both the vertex and fragment stages).

​ This takes a 4-component vector, whose x and y are the familiar texture coordinates in uv space,

​ and w indicates which mip level to sample from (0 being the highest resolution available).

有了随风摆动的效果之后,我们发现每棵草还是太有三角形几何体的特征,于是我们在geometry shader中将输出的顶点增加为7个,并在切线空间中修改顶点的y值,使得它们带有一定形状的扭曲,最顶端的扭曲程度越大。

另外,我们注意到,每棵草的根部是不应该有俯仰和扭曲,还有随风摆动的,不然根部很可能会被旋转到地底里去。所以,我们根据了每棵草顶点的不同区分了变换矩阵:

#define BLADE_SEGMENTS 3
[maxvertexcount(2 * BLADE_SEGMENTS + 1)]
void geo(triangle v2g IN[3], inout TriangleStream<g2f> tristream)
{
	float3x3 widthMat = mul(tangentToLocal, randomFacingMatrix);
	float3x3 heightMat = mul(mul(mul(tangentToLocal, windMatrix), randomFacingMatrix), ramdomForwardMatrix);

	for(int i = 0; i < BLADE_SEGMENTS; i++)
    {
    	float t = (float)i / BLADE_SEGMENTS;
    	float width = randomWidth * (1 - t);
    	float forward = randomForward * pow(t, _BladeCurve);
    	float height = randomHeight * t;
    	float3x3 mat = i == 0 ? widthMat : heightMat;

		tristream.Append(generateGeoVertex(vertex, -0.5 * width, forward, height, float2(t, t), mat));
		tristream.Append(generateGeoVertex(vertex, 0.5 * width, forward, height, float2(1 - t, t), mat));
	}
		tristream.Append(generateGeoVertex(vertex, 0, randomForward, randomHeight, float2(0.5, 1), heightMat));
}

4.光照与阴影

最后,我们要为草加上光照和阴影。阴影分为产生阴影和接收阴影两部分,产生阴影需要新增一个pass,写入shadow map:

        Pass
		{
			Tags
			{
				"LightMode" = "ShadowCaster"
			}

			CGPROGRAM
            #pragma multi_compile_shadowcaster

			float4 frag(g2f i) : SV_Target
			{
				SHADOW_CASTER_FRAGMENT(i)
			}

			ENDCG
		}

接收阴影使用Unity提供的SHADOW_COORDSTRANSFER_SHADOWSHADOW_ATTENUATION即可实现,配合最基本的漫光照模型,修改frag代码:

        Pass
        {
            CGPROGRAM

            fixed4 frag (g2f i, fixed facing : VFACE) : SV_Target
            {
                float3 normal = facing > 0 ? i.normal : -i.normal;
                float shadow = SHADOW_ATTENUATION(i);
                float nDotL = saturate(dot(normal, _WorldSpaceLightPos0)) * shadow;
                float3 ambient = ShadeSH9(float4(normal, 1));
                float4 lightColor = float4(ambient + nDotL * _LightColor0, 1);
                fixed4 col = lerp(_BottomColor, _TopColor * lightColor, i.uv.y);
                return col;
            }
            ENDCG
        }

这里我们假定了只有顶端的颜色才会和光照颜色融合,如果底端也融合的话,整棵草的颜色会偏暗。同时,为了支持深度偏差,使用Unity提供的UnityApplyLinearShadowBias

#if UNITY_PASS_SHADOWCASTER
	    // Applying the bias prevents artifacts from appearing on the surface.
	    o.pos = UnityApplyLinearShadowBias(o.pos);
#endif

最终效果如下:

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原文地址:https://www.cnblogs.com/back-to-the-past/p/13363466.html