前陣子組長給我提了個需求,要實現角色人物的殘影。我百度google了一下,發現可以用兩種方式實現這個效果:1.記錄前幾幀的人物位置,將其傳入shader中,對每個位置進行一個pass渲染。2. 通過相機的targetRender,記錄前幾幀的人物的影像,然后通過后處理混合上去。
這里先介紹方法1,先看效果:
殘影用了alpha混合的方法,將它們變得透明。
先列出shader代碼:
Shader "Custom/Ghost" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Offset0 ("Offset 0", vector) = (0, 0, 0, 0) // 這里只顯示4個殘影,所以傳入4個偏移值 _Offset1 ("Offset 1", vector) = (0, 0, 0, 0) _Offset2 ("Offset 2", vector) = (0, 0, 0, 0) _Offset3 ("Offset 3", vector) = (0, 0, 0, 0) } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; float4 _Offset0; float4 _Offset1; float4 _Offset2; float4 _Offset3; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; };
// 在shader中要渲染自身,以及4個殘影,所以要定義5個不同的vert函數 v2f vert_normal(appdata_base v) { // 渲染自身的vert函數 v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord; return o; } // 渲染4個殘影的vert函數 v2f vert_offset_1(appdata_base v) { v2f o; float4 pos = mul(_Object2World, v.vertex); o.pos = mul(UNITY_MATRIX_VP, pos + _Offset0); o.uv = v.texcoord; return o; } v2f vert_offset_2(appdata_base v) { v2f o; float4 pos = mul(_Object2World, v.vertex); o.pos = mul(UNITY_MATRIX_VP, pos + _Offset1); o.uv = v.texcoord; return o; } v2f vert_offset_3(appdata_base v) { v2f o; float4 pos = mul(_Object2World, v.vertex); o.pos = mul(UNITY_MATRIX_VP, pos + _Offset2); o.uv = v.texcoord; return o; } v2f vert_offset_4(appdata_base v) { v2f o; float4 pos = mul(_Object2World, v.vertex); o.pos = mul(UNITY_MATRIX_VP, pos + _Offset3); o.uv = v.texcoord; return o; }
// 這里只定義了兩個frag函數,分別是渲染自身,以及殘影的 float4 frag_normal(v2f i) : COLOR { return tex2D(_MainTex, i.uv); } float4 frag_color(v2f i) : COLOR { // 將殘影的alpha值設為0.5 float4 c; c = tex2D(_MainTex, i.uv); c.w = 0.5; return c; } ENDCG SubShader { // 這里用4個pass來渲染殘影,第5個pass渲染自身 Pass { // 從最遠的開始渲染 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert_offset_4 #pragma fragment frag_color ENDCG } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert_offset_3 #pragma fragment frag_color ENDCG } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert_offset_2 #pragma fragment frag_color ENDCG } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert_offset_1 #pragma fragment frag_color ENDCG } Pass { // 渲染自身,這時要開啟 ZWrite Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert_normal #pragma fragment frag_normal ENDCG } } FallBack "Diffuse" }
看上去挺簡單的。這里要注意的一點是,從c#腳本獲取的offset值,是在世界坐標中獲取的,所以在計算偏移時,要先將坐標轉到世界坐標。
float4 pos = mul(_Object2World, v.vertex);
o.pos = mul(UNITY_MATRIX_VP, pos + _Offset0);
接着顯示C#腳本:
using UnityEngine; using System.Collections; using System.Collections.Generic; [ExecuteInEditMode] public class Ghost : MonoBehaviour { public Shader curShader; private List<Vector3> offsets = new List<Vector3>(); // 存儲前幾幀的坐標 private List<Material> mats = new List<Material>(); // 存儲人物的材質,用於給shader傳參數 // Use this for initialization void Start () { offsets.Add(transform.position); offsets.Add(transform.position); offsets.Add(transform.position); offsets.Add(transform.position); var skinMeshRenderer = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(); foreach (var mr in skinMeshRenderer) mats.Add(mr.material); var meshRenderer = gameObject.GetComponentsInChildren<MeshRenderer>(); foreach (var mr in meshRenderer) mats.Add(mr.material); foreach (var mat in mats) mat.shader = curShader; } // Update is called once per frame void Update () { foreach (var mat in mats) // 每幀將之前的位置傳入shader中 { mat.SetVector("_Offset0", offsets[3] - transform.position); mat.SetVector("_Offset1", offsets[2] - transform.position); mat.SetVector("_Offset2", offsets[1] - transform.position); mat.SetVector("_Offset3", offsets[0] - transform.position); } offsets.Add(transform.position); offsets.RemoveAt(0); } }
就這樣,將C#腳本拖到GameObject身上就可以了
總結:
這個方法相對簡單,問題就是,殘影是和自身動作是一樣的。如果要做成殘影保留之前的動作,就需要記錄動作參數,或者是直接保存前幾幀的RenderTexture。