Unity3D 移動平台實現一種大規模(其實跟PC比還是算小規模)動畫角色渲染的方案---絕對原創方案。。。


手機硬件限制,很多PC上的渲染優化技術是沒辦法直接拿過來用的。目前有些游戲為了實現多部隊戰斗的效果,各種降低骨骼數目,模型面數的方案,但都逃不過骨骼動畫計算這一環節。

在上個公司的時候,自己瞎想了一張方案,沒想到最后還寫出來了, 沒想到最后還用上了。。。

先上張圖,里面有100個士兵和10個萌寶寶的場景,每個角色的動作是分開控制的,在小米3上可以60fps的幀率流暢運行,之前也嘗試過,300多個角色帶動畫也可以55左右的fps運行

 

 

先說明一下這套方案的優缺點:

 優點:可不用計算骨骼動畫,並能流暢播放骨骼動畫(其實已經不是骨骼動畫了);每個角色動作也可以單獨控制;對cpu很小消耗;

 缺點:動作切換沒有過渡(群體作戰的時候,這點基本不影響審美);對內存占用有一點消耗(其實也還好)

再說明方案思路:

   為了省掉骨骼動畫計算這一環節,就不能用現有骨骼動畫系統。那么可選的方案也只有頂點變形動畫了,而傳統的頂點動畫不管是內存占用還是不低的,而且unity支持也不算好。

    那么既然只能選頂點動畫且為了降低內存消耗,那么可以通過改寫shader,通過gpu來插值實現頂點動畫播放骨骼動畫的效果。

 shader插值的方案確實也不少,但結合具體實現上來,我選了兩種實現相對簡單的方案:

    1.vertex shader里通過每幀采樣的uv偏移采樣紋理來控制頂點的位置,當我已經在pc端實現的時候才突然發現一個顯而易見的問題:在vertex shader里采樣紋理,pc端部分顯卡是支持的,但手機gpu就不要想了。

    2.於是只能第二種方案:還是vextex shader里插值頂點來播放動畫,那么就有一個問題,vertex data從哪里來? unity的mesh結構有很多通道,頂點,顏色,uv,uv2,法線,切線。。這些通道里面除了color(主要是精度問題)和uv(還是必須給紋理坐標一個位置的)通道以外我都可以用來存頂點數據,然后通過控制時間點來組合頂點進行插值,然而還有個問題需要解決,這種方式一個mesh只能插值4個關鍵頂點,那么較長的動畫怎么辦呢,可以通過提前生成多個mesh,來切換。

    動畫截取可以通過unity的BakeMesh函數或者美工來幫助實現,下面是組合mesh 的代碼:

byte[] Make(Mesh mesh1, Mesh mesh2, Mesh mesh3, Mesh mesh4, float clipTimeLenghts, float frame2Pos, float frame3Pos)
{
Mesh[] meshs = new Mesh[] { mesh1, mesh2, mesh3, mesh4};
VertexAnimationResManager.ClipMeshData meshData = new VertexAnimationResManager.ClipMeshData();
meshData.subMeshCount = meshs[0].subMeshCount;

int count = meshs[0].vertices.Length;
//頂點
if (meshs[0].vertices != null && meshs[0].vertices.Length > 0)
{
meshData.vertexBuffer = new float[count * 3];

for (int i = 0; i < meshs[0].vertices.Length; i++)
{
meshData.vertexBuffer[i * 3] = meshs[0].vertices[i].x;
meshData.vertexBuffer[i * 3 + 1] = meshs[0].vertices[i].y;
meshData.vertexBuffer[i * 3 + 2] = meshs[0].vertices[i].z;
} 
}
//uv
if (meshs[0].uv != null && meshs[0].uv.Length > 0)
{
meshData.uvBuffer = new float[count * 2];

for (int i = 0; i < meshs[0].vertices.Length; i++)
{
meshData.uvBuffer[i * 2] = meshs[0].uv[i].x;
meshData.uvBuffer[i * 2 + 1] = meshs[0].uv[i].y;
}

//GCHandle verSrcHand = GCHandle.Alloc(meshs[0].uv, GCHandleType.Pinned);
//Marshal.Copy(verSrcHand.AddrOfPinnedObject(), meshData.uvBuffer, 0, meshData.uvBuffer.Length);
//verSrcHand.Free(); 
}

//法線 這里用來存動畫第二幀的頂點信息
if (meshs[1].vertices != null && meshs[1].vertices.Length > 0)
{
meshData.normalBuffer = new float[count * 3];

for (int i = 0; i < meshs[0].vertices.Length; i++)
{
meshData.normalBuffer[i * 3] = meshs[1].vertices[i].x;
meshData.normalBuffer[i * 3 + 1] = meshs[1].vertices[i].y;
meshData.normalBuffer[i * 3 + 2] = meshs[1].vertices[i].z;
}
}

//切線 這里用來存動畫第三幀的頂點信息
if (meshs[2].vertices != null && meshs[2].vertices.Length > 0)
{
meshData.tangentBuffer = new float[count * 4];

for (int i = 0; i < meshs[0].vertices.Length; i++)
{
meshData.tangentBuffer[i * 4] = meshs[2].vertices[i].x;
meshData.tangentBuffer[i * 4 + 1] = meshs[2].vertices[i].y;
meshData.tangentBuffer[i * 4 + 2] = meshs[2].vertices[i].z;
meshData.tangentBuffer[i * 4 + 3] = meshs[3].vertices[i].x;
}
}

//UV2 用來存第四個關鍵幀率的 頂點YZ 坐標 X坐標由切線的W通道來存
if (meshs[3].vertices != null && meshs[3].vertices.Length > 0)
{
meshData.uv2Buffer = new float[count * 2];

for (int i = 0; i < meshs[0].vertices.Length; i++)
{
meshData.uv2Buffer[i * 2] = meshs[3].vertices[i].y;
meshData.uv2Buffer[i * 2 + 1] = meshs[3].vertices[i].z;
} 
}

//顏色 用來存第5個頂點信息
//if (meshs[Indexs[4]].vertices != null && meshs[Indexs[4]].vertices.Length > 0)
//{
// //顏色通道貌似沒有負數,且范圍為0到1 所有這里需要將模型頂點映射到[0,1]之間,映射范圍為[-1,1]之間

// meshData.colorBuffer = new float[count * 4];
// for (int i = 0; i < meshs[Indexs[4]].vertices.Length; i++)
// {
// meshData.colorBuffer[i * 4] = (meshs[Indexs[4]].vertices[i].x * 0.5f) + 0.5f;
// meshData.colorBuffer[i * 4 + 1] = (meshs[Indexs[4]].vertices[i].y * 0.5f) + 0.5f;
// meshData.colorBuffer[i * 4 + 2] = (meshs[Indexs[4]].vertices[i].z * 0.5f) + 0.5f;
// }
//}


count = 0;
int len = 0;
meshData.subMeshTriangleLens = new int[meshData.subMeshCount];
for (int i = 0; i < meshData.subMeshCount; i++)
{
len = meshs[0].GetTriangles(i).Length;
count += len;
meshData.subMeshTriangleLens[i] = len;
}

meshData.triangleBuffer = new int[count];

len = 0;
for (int i = 0; i < meshData.subMeshCount; i++)
{
meshs[0].GetTriangles(i).CopyTo(meshData.triangleBuffer, len);
len += meshData.subMeshTriangleLens[i];
}

ByteBuffer bbuffer = new ByteBuffer();
bbuffer.WriteFloat(clipTimeLenghts);
bbuffer.WriteFloat(frame2Pos);
bbuffer.WriteFloat(frame3Pos);
bbuffer.WriteInt(meshs[0].subMeshCount);

for(int i=0;i<meshData.subMeshTriangleLens.Length;i++ )
{
bbuffer.WriteInt(meshData.subMeshTriangleLens[i]);
}

bbuffer.WriteInt(meshData.triangleBuffer.Length);
for (int i = 0; i < meshData.triangleBuffer.Length; i++)
{ 
bbuffer.WriteInt(meshData.triangleBuffer[i]);
}

bbuffer.WriteInt(meshData.vertexBuffer.Length);
for (int i = 0; i < meshData.vertexBuffer.Length; i++)
{
bbuffer.WriteFloat(meshData.vertexBuffer[i]);
}

bbuffer.WriteInt(meshData.normalBuffer.Length);
for (int i = 0; i < meshData.normalBuffer.Length; i++)
{
bbuffer.WriteFloat(meshData.normalBuffer[i]);
}

bbuffer.WriteInt(meshData.tangentBuffer.Length);
for (int i = 0; i < meshData.tangentBuffer.Length; i++)
{
bbuffer.WriteFloat(meshData.tangentBuffer[i]);
}

bbuffer.WriteInt(meshData.uvBuffer.Length);
for (int i = 0; i < meshData.uvBuffer.Length; i++)
{
bbuffer.WriteFloat(meshData.uvBuffer[i]);
}

bbuffer.WriteInt(meshData.uv2Buffer.Length);
for (int i = 0; i < meshData.uv2Buffer.Length; i++)
{
bbuffer.WriteFloat(meshData.uv2Buffer[i]);
} 
return bbuffer.ToBytes();
}

 

 截取好后,保存為自己的二進制文件,運行的時候加載並 解析的代碼如下:

  

public void AddAnimationInfo(string aniName, byte[] clipData)
{
VertexAnimationClipInfo clipInfo = null;

AnimationClipInfos.TryGetValue(aniName, out clipInfo);

if(clipInfo!=null)
{
Debug.LogError("animation clip has exits!");
return; 
}

clipInfo = new VertexAnimationClipInfo();

ByteBuffer bbuffer = new ByteBuffer(clipData);
int Count = bbuffer.ReadInt();

for (int i = 0; i < Count; i++)
{
ClipMeshData meshData = GetMeshData(bbuffer);
clipInfo.clipTotalTimeLen += meshData.timeLenth;
clipInfo.clipLenghts.Add(meshData.timeLenth);
clipInfo.everyClipFrameTimePoints.Add(new Vector3(meshData.Frame2TimePoint, meshData.Frame3TimePoint)); //,meshData.Frame4TimePoint
clipInfo.clipMeshs.Add(meshData.GenMesh());
}

bbuffer.Close();

AnimationClipInfos.Add(aniName, clipInfo);
}

VertexAnimationClipInfo定義如下:

[Serializable]
public class VertexAnimationClipInfo
{
public float clipTotalTimeLen = 0;
public List<Mesh> clipMeshs = new List<Mesh>();
public List<Vector2> everyClipFrameTimePoints = new List<Vector2>();
public List<float> clipLenghts = new List<float>();
}

 

ClipMeshData定義如下:

public class ClipMeshData
{
public float timeLenth;

///Frame1TimePoint =0 Frame4TimePoint = 1
public float Frame2TimePoint = 0.333f;
public float Frame3TimePoint = 0.666f;
//public float Frame4TimePoint = 0.75f;

public int subMeshCount;
public int[] subMeshTriangleLens;
public int[] triangleBuffer;
public float[] vertexBuffer;
public float[] normalBuffer;
public float[] tangentBuffer;
public float[] uvBuffer;
public float[] uv2Buffer;
//public float[] colorBuffer;

public Mesh GenMesh()
{ 
Mesh mesh = new Mesh();

int vertexCount = vertexBuffer.Length / 3;

mesh.subMeshCount = subMeshCount;
//頂點
Vector3[] vertexs = new Vector3[vertexCount];
for (int i = 0; i < vertexCount; i++)
{
vertexs[i] = new Vector3(vertexBuffer[i * 3], vertexBuffer[i * 3 + 1], vertexBuffer[i * 3 + 2]);
}
mesh.vertices = vertexs; 
//uv
Vector2[] uv = new Vector2[vertexCount];
for (int i = 0; i < uv.Length; i++)
{
uv[i] = new Vector2(uvBuffer[i * 2], uvBuffer[i * 2 + 1]);
}
mesh.uv = uv;
//uv2
Vector2[] uv2 = new Vector2[vertexCount];
for (int i = 0; i < uv.Length; i++)
{
uv2[i] = new Vector2(uv2Buffer[i * 2], uv2Buffer[i * 2 + 1]);
}
mesh.uv2 = uv2;

//法線 
Vector3[] normals = new Vector3[vertexCount];
for (int i = 0; i < normals.Length; i++)
{
normals[i] = new Vector3(normalBuffer[i * 3], normalBuffer[i * 3 + 1], normalBuffer[i * 3 + 2]);
} 
mesh.normals = normals;

//切線
var tangents = new Vector4[vertexCount]; 
for (int i = 0; i < tangents.Length; i++)
{
tangents[i] = new Vector4(tangentBuffer[i * 4], tangentBuffer[i * 4 + 1], tangentBuffer[i * 4 + 2], tangentBuffer[i * 4 + 3]);
} 
mesh.tangents = tangents;
////顏色
//Color[] colors = new Color[colorBuffer.Length / 4];
//for (int i = 0; i < colors.Length; i++)
//{
// colors[i] = new Vector4(colorBuffer[i * 4], colorBuffer[i * 4 + 1], colorBuffer[i * 4 + 2], 1);
//}
//mesh.colors = colors;

//三角形 
int startIndex = 0;
int bufferLen = 0;

for (int i = 0; i < subMeshCount; i++)
{
bufferLen = subMeshTriangleLens[i];
if (bufferLen <= 0) continue;
var triIndexBuffer = new int[bufferLen];
Array.Copy(triangleBuffer, startIndex, triIndexBuffer, 0, bufferLen);
mesh.SetTriangles(triIndexBuffer, i);
startIndex += bufferLen;
}
return mesh;
}
}

 

播放動畫切換對應的mesh就可以了,下面是gpu插值所用的shader代碼:

Shader "LXZ_TEST/VertexAnimation-NoColorBuf" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_CurTime("Time", Float) = 0 
_Frame2Time("Frame2Time", Float) = 0.333
_Frame3Time("Frame3Time", Float) = 0.666
_Color ("MainColor", color) = (1,1,1,1)
}
SubShader {
// Tags { "QUEUE"="Geometry" "RenderType"="Opaque" }

Pass { 
Blend SrcAlpha OneMinusSrcAlpha    
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #include "UnityCG.cginc" 


#pragma glsl_no_auto_normalization 

sampler2D _MainTex;
float _CurTime;
float _Frame2Time;
float _Frame3Time;
float4 _Color;

struct appdata {
float4 vertex : POSITION;
float3 vertex1 : NORMAL;
float4 vertex2 : TANGENT;
float2 texcoord : TEXCOORD0;
float2 vertex3: TEXCOORD1;
//float3 vertex4: COLOR;
}; 

struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};

v2f vert(appdata v) {
v2f result; 

float a = _CurTime - _Frame2Time;
float b = _CurTime - _Frame3Time;

float3 vec; 

float3 vertex3 = float3(v.vertex2.w,v.vertex3.xy);

if(a<0)
vec = v.vertex.xyz + (v.vertex1 - v.vertex.xyz)* _CurTime/_Frame2Time;
else if(a>=0 && b<0)
{ 
vec = v.vertex1 + (v.vertex2.xyz - v.vertex1)* a/(_Frame3Time-_Frame2Time); 
} 
else
vec = v.vertex2.xyz + (vertex3 - v.vertex2.xyz)* b/(1-_Frame3Time); 


result.pos = mul(UNITY_MATRIX_MVP, float4(vec,1)); 
//result.pos = mul(UNITY_MATRIX_MVP, float4(v.vertex1.xyz,1)); 
//result.pos = mul(UNITY_MATRIX_MVP, float4(v.vertex2.xyz,1)); 
// result.pos = mul(UNITY_MATRIX_MVP, float4(vertex3.xyz,1)); 
// result.pos = mul(UNITY_MATRIX_MVP, float4(vertex4.xyz,1)); 
result.uv = v.texcoord; 

return result;
}

float4 frag(v2f i) : COLOR
{
float4 color = tex2D(_MainTex, i.uv);
return color *_Color;
}

ENDCG 
}
} 
FallBack "Diffuse"
}

如果各位還有更好的方案,歡迎交流。。不擅長文字的東西,所以直接貼代碼了,有需要可以與我連續交流。。。


免責聲明!

本站轉載的文章為個人學習借鑒使用,本站對版權不負任何法律責任。如果侵犯了您的隱私權益,請聯系本站郵箱yoyou2525@163.com刪除。



 
粵ICP備18138465號   © 2018-2025 CODEPRJ.COM