项目场景需求一个遍及鲜花的小岛,因为运行在手机上,因此对效率有必定的要求。html
环境unity2017.3.f1,使用simpleLOD这个插件,方便作mesh合并,以及LOD处理app
先放1张最终的效果图。dom
1.shader编写ide
先找来一个花的模型,贴图模型大体以下:函数
shaderVS阶段作一个顶点运动。大体思路是花越靠近地面的,摇晃幅度越小,反之幅度越大。这个高度能够用顶点坐标来作,不过要兼容静态烘焙,或者地面不平等状况,没法获取准确高度。我这里采用UV的思路(美术保证草的根在贴图底部)。post
代码以下this
Shader "custom/2-sided_grass" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 10)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Direction("Direction",Vector) =(0,0,0,0) //运动的方向 _TimeScale("TimeScale",float) = 1 //时间 _TimeDelay("TimeDelay",float) = 1 //延迟 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 400 Cull Off CGPROGRAM #pragma surface surf BlinnPhong alphatest:_Cutoff vertex:vert #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; fixed4 _Direction; half _TimeScale; half _TimeDelay; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void vert(inout appdata_full v) { fixed4 worldPos = mul(unity_ObjectToWorld,v.vertex); half dis = v.texcoord.y; //这里采用UV的高度来作。也能够用v.vertext.y half time = (_Time.y + _TimeDelay) * _TimeScale; v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 2 / 3) + 0.3)* _Direction.xyz; //核心,动态顶点变换 } void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.rgb * _Color.rgb; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Cutout/VertexLit" }
2.简单的笔刷spa
可以在场景里面编辑。可以调整大小,草密度,随机大小,绕Y轴旋转等,咱们写一个简单的管理脚本,也方便作Mesh合并以及LOD。GrassGroup代码以下插件
using System.Collections; using System.Collections.Generic; using UnityEngine; public class GrassGroup : MonoBehaviour { [Tooltip("是否打开编辑")] public bool editorMode = false; [Tooltip("预制体")] public GameObject grassPrefab = null; [Tooltip("地形")] public Terrain terrain = null; [Tooltip("随机朝向")] public bool roodomRotationY = true; [Tooltip("随时缩放最小值")] public float minScale = 1; [Tooltip("随时缩放最小值")] public float maxScale = 1; [Tooltip("半径")] [HideInInspector] public float radius = 1; [Tooltip("数量")] [HideInInspector] public int count = 1; // Use this for initialization void Start () { editorMode = false; } /// <summary> /// 生成子草 /// </summary> /// <param name="postion"></param> public void AddGrassNode(Vector3 postion) { if (grassPrefab == null) { Debug.LogError("草预制件不能为空!!!!!"); return; } if (terrain == null) { Debug.LogError("地形不能为空!!!!!"); return; } for (int i = 0;i<count; i++) { GameObject go = GameObject.Instantiate(grassPrefab); go.transform.SetParent(transform); Vector2 p = Random.insideUnitCircle * radius;//将位置设置为一个半径为radius中心点在原点的圆圈内的某个点X. Vector2 pos2 = p.normalized * (p.magnitude); Vector3 pos3 = new Vector3(pos2.x, 0, pos2.y) + postion; float y = terrain.SampleHeight(pos3); Vector3 pos = new Vector3(pos3.x ,y, pos3.z); go.transform.position = pos; if (roodomRotationY) go.transform.Rotate(new Vector3(0, 0, 1),Random.Range(0,360) ); float scale = Random.Range(minScale, maxScale); go.transform.localScale = new Vector3(scale, scale, scale); go.name = "grass_" + transform.childCount.ToString(); } } }
Editor代码,简单写了下(注:HeGizmosCircle 是一个画圆的代码,稍微修改了下,网上找的https://www.cnblogs.com/TravelingLight/archive/2013/08/27/3286242.html)code
using UnityEngine; using UnityEditor; [CustomEditor(typeof(GrassGroup))] public class GrassGroup_Inspector : Editor { private GrassGroup grassGroup = null; private float m_Theta = 0.1f; // 值越低圆环越平滑 private Color m_Color = Color.blue; // 线框颜色 private HeGizmosCircle heGizmosCircle = null; void OnEnable() { grassGroup = target as GrassGroup; if (heGizmosCircle == null) heGizmosCircle = GameObject.FindWithTag("HeGizmosCircle").GetComponent<HeGizmosCircle>(); } void OnDisable() { if (heGizmosCircle != null) { heGizmosCircle.SetEnable(grassGroup.editorMode); } } public override void OnInspectorGUI() { base.OnInspectorGUI(); GUILayout.BeginHorizontal(); GUILayout.Label("radius(半径):" + grassGroup.radius.ToString()); grassGroup.radius = GUILayout.HorizontalSlider(grassGroup.radius, 0, 10, null); if (heGizmosCircle != null) heGizmosCircle.m_Radius = grassGroup.radius; GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("count(数量):" + grassGroup.count.ToString()); grassGroup.count = System.Convert.ToInt32(GUILayout.HorizontalSlider(grassGroup.count, 1, 100, null)); GUILayout.EndHorizontal(); } [MenuItem("地图编辑/建立GrassGroup")] static void CreateGrassGroup() { GameObject go = new GameObject("GrassGroup"); GrassGroup group = go.AddComponent<GrassGroup>(); go.transform.position = Vector3.zero; } public void OnSceneGUI() { if (grassGroup ==null || !grassGroup.editorMode) return; if (grassGroup.editorMode) { Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, 1 << 8)) { heGizmosCircle.transform.position = hitInfo.point + new Vector3(0,0.2f,0); if (Event.current.type == EventType.MouseDown) { grassGroup.AddGrassNode(hitInfo.point); } } } } }
3.地图编辑以及合并mesh.
代码基本写完了,大体以下
勾上EditorMode便可在场景中编辑
使用SimpleLOD合并mesh,分组作LOD(我这里没作LOD,面有点多)。
看看最后shader参数,以及DrawCall等效率
这张去掉地形,只有天空盒子,花
面有点高,能够分组作LOD
补充一下,因为光照效果理想,修改了光照函数,改为贴图颜色了。
Shader "custom/2-sided_grass" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 10)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Direction("Direction",Vector) =(0,0,0,0) _TimeScale("TimeScale",float) = 1 _TimeDelay("TimeDelay",float) = 1 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 400 Lighting Off Cull Off CGPROGRAM #pragma surface surf myLightModel alphatest:_Cutoff vertex:vert #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; fixed4 _Direction; half _TimeScale; half _TimeDelay; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; //修改成主要贴图的颜色 //lightDir :点到光源的单位向量 viewDir:点到摄像机的单位向量 atten:衰减系数 float4 LightingmyLightModel(SurfaceOutput s, float3 lightDir,half3 viewDir, half atten) { float4 c ; c.rgb = s.Albedo; c.a = s.Alpha; return c; } void vert(inout appdata_full v) { fixed4 worldPos = mul(unity_ObjectToWorld,v.vertex); half dis = v.texcoord.y; half time = (_Time.y + _TimeDelay) * _TimeScale; v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 2 / 3) + 0.3)* _Direction.xyz; //核心,动态顶点变换 } void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.rgb * _Color.rgb; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Cutout/VertexLit" }
游戏中效果
修改了一个顶点着色器shader
Shader "custom/TwoSideGrass" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1, 1, 1, 1) _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 _Direction("Direction", Vector) = (0, 0, 0, 0) _TimeScale("TimeScale", Float) = 1 _TimeDelay("TimeDelay", Float) = 1 } SubShader { Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" "IgnoreProjector"="True" } LOD 400 Cull Off Pass { // Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 // make fog work #pragma multi_compile_fog #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _TimeScale, _TimeDelay; float4 _Direction; v2f vert (appdata v) { v2f o; float4 worldPos = mul(unity_ObjectToWorld,v.vertex); float dis = v.uv.y; float time = (_Time.y + _TimeDelay) * _TimeScale; v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 0.667) + 0.3) * _Direction.xyz; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed _Cutoff; fixed4 _Color; fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * _Color; clip(col.a - _Cutoff); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col*2; } ENDCG } } }