Ray Marching(一)

作者: 万里_aa3f | 来源:发表于2019-02-11 01:10 被阅读27次

    Ray Marching(一)

    主要内容:实现世界坐标下摄像机发出的射线向量
    通过分形的Noise实现云朵

    1.在unity做ray marching的射线
    2.Noise与FBM
    3.依据ray的旋转角实现天空
    4.天空的其他部分

    1.RayMarching射线

    求出根据相机fieldOfView与近裁剪面的距离求出近裁剪面四个顶点相对与摄像机的相对向量;
    再将四个向量值赋予 后期处理的全屏四边形 的四个顶点上;
    这四个顶点会通过shader中的插值,求出在每个片元上的ray向量;

    2.Noise与FBM

    详细请看:https://blog.csdn.net/candycat1992/article/details/50346469 【冯乐乐】
    这里我用的是value noise

        float Noise(float2 p)
        {
            float2 pi = floor(p);
            float2 pf = p - pi;
            
            float2 w = pf * pf * (3.0 - 2.0 * pf);
            
            return lerp(lerp(Hash12(pi + float2(0.0, 0.0)), Hash12(pi + float2(1.0, 0.0)), w.x),
                    lerp(Hash12(pi + float2(0.0, 1.0)), Hash12(pi + float2(1.0, 1.0)), w.x),
                    w.y);
        }
    

    FBM(分形后的Noise)这里加了2D的旋转矩阵 ,并加入了时间移动

        float FBM( float2 p ,float time)
        {
            float f = 0.0;
            p+=time;
            f += 0.50000*Noise( p ); p = mul(float2x2(0.8,-0.6,0.6,0.8),p)*2.01; p+=time;
            f += 0.25000*Noise( p  ); p = mul(float2x2(0.8,-0.6,0.6,0.8),p)*2.02; p+=time;
            f += 0.12500*Noise( p ); p = mul(float2x2(0.8,-0.6,0.6,0.8),p)*2.03; p+=time;
            f += 0.06250*Noise( p  ); p = mul(float2x2(0.8,-0.6,0.6,0.8),p)*2.04; p+=time;
            f += 0.03100*Noise( p  ); p = mul(float2x2(0.8,-0.6,0.6,0.8),p)*2.04; p+=time;
            return f/0.984375;
        }
    

    3.依据ray的旋转角实现天空

    先来看一下利用ray向量各个分形,类似2Duv平铺后的情况 frac(ray.xyz)


    来用ps剖切下

    所以在描绘天空时,应用ray的xz坐标读取Noise

    但天空编成了球形,这不是我们我们想要的。下面把天空变为一个旋在头顶的平面

    //cloud
        float cos0 = dot(normalize(rd),float3(0,1,0));
        float cloudNoise = 0;
        float s = 0.5;
        for(int i=0;i<3;i++){
            float height = 2000 + i * 1000;
            float3 pos = height/cos0 * rd;
            float2 worldXZ = ro.xz + pos.xz;
            cloudNoise += s * FBMRTIME(worldXZ/2000 + i * 500 ,(_Time.y / (1+i*2)) /20);
            s*=0.5;
        }
        cloudNoise = smoothstep(0.4, 0.6, cloudNoise);
    

    代码中的循环,是为了制作三层不同高度的云,第一层2000,每向上一层+1000
    并且每层云移动速度也有不同

    4.天空其他部分

    剩下的问题:代码说话



    1.颜色

        //skycolor
        float3 skyColor= float3(0.2,0.5,0.85)*1.1 - rd.y*rd.y*0.5;
        skyColor= lerp( skyColor, 0.85*float3(0.7,0.75,0.85), pow( 1.0-max(rd.y,0.0), 4.0 ) );
        skyColor+=sunColor;
    

    2.太阳

        // sun
        float sundot = clamp(dot(rd,lightDir),0.0,1.0);
        float3 sunColor= 0.25*float3(1.0,0.7,0.4)*pow( sundot,5.0 );
        sunColor += 0.25*float3(1.0,0.8,0.6)*pow( sundot,64.0 );
        sunColor += 0.4*float3(1.0,0.8,0.6)*pow( sundot,512.0 );
    

    3.太密了与地面。太密了:偷懒就用远处的雾来遮住;
    方法用ray的y分量的值 lerp 天空/雾/地面的颜色;

    //skydown
        float3 sky =lerp(skyColor ,float3(1.0,0.95,1.0) , cloudNoise );
        sky =lerp(skyColor , sky ,smoothstep(-0.1,0.25,rd.y) ) ;
        sky =lerp(float3(0.4,0.4,0.4) , sky ,smoothstep(-0.1,0.1,rd.y) );
    

    图片压缩太厉害出现个大白道

    1.ray向量的后期

    c#脚本

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    [ExecuteInEditMode]
    [RequireComponent(typeof(Camera))]
    public class RayMarch : MonoBehaviour
    {
        public float MountainHeight;
        
        public Material material;
        //public Transform DirLightTransform;
        public Vector3 LightDir;
        private Camera MyCamera;
    
        private Transform MyCameraTransform;
    
        //如果不支持material就取消勾选
        private void Start(){
            if(material==null||material.shader==null||!material.shader.isSupported){
                enabled=false;
                return;
            }else{
                MyCamera=GetComponent<Camera>();
            }
        }
        void OnEnalbe(){
            //让摄像机产生深度纹理
            MyCamera.depthTextureMode |=DepthTextureMode.Depth;
        }
    
        [ImageEffectOpaque]
        void OnRenderImage(RenderTexture src,RenderTexture dest){
            if(material!=null){
                SetRay();
                Graphics.Blit(src,dest,material);
            }else{
                Graphics.Blit(src,dest);
            }
        }
    
        private  void SetRay(){
            Matrix4x4 fourPoint=Matrix4x4.identity; //角度与弧度的转换 Π 与 0
            float fov = MyCamera.fieldOfView;
            float near =MyCamera.nearClipPlane;
            float aspect=MyCamera.aspect;
    
            float halfHeight = near* Mathf.Tan(fov*0.5f*Mathf.Deg2Rad);
            float halfRight = halfHeight * aspect;
            Vector3 toHeight = MyCamera.transform.up * halfHeight;
            Vector3 toRight = MyCamera.transform.right * halfRight;
    
            Vector3 topLeft = MyCamera.transform.forward*near + toHeight - toRight;
            float scale= topLeft.magnitude/near;
            topLeft*= scale;
    
            Vector3 topRight=MyCamera.transform.forward*near +toHeight +toRight;
            topRight*=scale;
    
            Vector3 bottomLeft=MyCamera.transform.forward*near - toHeight -toRight;
            bottomLeft*=scale;
    
            Vector3 bottomRight=MyCamera.transform.forward*near -toHeight +toRight;
            bottomRight*=scale;
    
            fourPoint.SetRow(0,bottomLeft);
            fourPoint.SetRow(1,bottomRight);
            fourPoint.SetRow(2,topRight);
            fourPoint.SetRow(3,topLeft);
            
            
            //Vector4 DirLight=DirLightTransform.eulerAngles;
            Vector4 DirLight=LightDir;
            material.SetMatrix("_FourRay",fourPoint);
            material.SetFloat("_MountainHeight",MountainHeight);
            material.SetVector("_LightDir",DirLight);
        }
    
    }
    
    

    shader 天空代码写在ProcessRayMarch()里

    Shader "Hidden/RayMarching"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _MountainHeight("MountainHeight",float)=100
            _LightDir("LightDir",vector)=(0,1,0,0)
        }
        SubShader
        {
            // No culling or depth
            Cull Off ZWrite Off ZTest Always
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
    
                #include "UnityCG.cginc"
                #include "RayTemp.cginc" 
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
    
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float2 uv : TEXCOORD0;
                    float4 Ray:TEXCOORD1;
                };
    
                sampler2D _MainTex;
                float2 _MainTex_TexelSize;
    
                float4x4 _FourRay;
                
                
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    int index=0;
                    if( o.uv.x<0.5 && o.uv.y<0.5){
                        index = 0 ;
                    }else if( o.uv.x>0.5 && o.uv.y<0.5){
                        index = 1;
                    }else if( o.uv.x>0.5 && o.uv.y>0.5){
                        index = 2;
                    }else if( o.uv.x<0.5 && o.uv.y>0.5){
                        index = 3;
                    }
    
                    #if UNITY_UV_STARTS_AT_TOP
                        if (_MainTex_TexelSize.y < 0)
                            index = 3 - index;
                    #endif
    
                    o.Ray = _FourRay[index];
                    return o;
                }
    
    
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 sceneCol=tex2D(_MainTex,i.uv);
                    float3 ro = _WorldSpaceCameraPos;
                    float3 rd = normalize(i.Ray.xyz);
                    
                    return ProcessRayMarch(ro,rd,sceneCol);
                }
                ENDCG
            }
        }
    }
    
    

    2.天空shader

    float4 ProcessRayMarch(float3 ro,float3 rd,float4 sceneCol){
        //data
        float3 lightDir=normalize( _LightDir.xyz);
        float4 finalColor=float4(0,0,0,1);
    
        //sky-------------------------------------------------------------------------------
        //cloud
        float cos0 = dot(normalize(rd),float3(0,1,0));
        float cloudNoise = 0;
        float s = 0.5;
        for(int i=0;i<3;i++){
            float height = 2000 + i * 1000;
            float3 pos = height/cos0 * rd;
            float2 worldXZ = ro.xz + pos.xz;
            cloudNoise += s * FBMRTIME(worldXZ/2000 + i * 500 ,(_Time.y / (1+i*2))/5 );
            s*=0.5;
        }
        cloudNoise = smoothstep(0.4, 0.6, cloudNoise);
        // sun
        float sundot = clamp(dot(rd,lightDir),0.0,1.0);
        float3 sunColor= 0.25*float3(1.0,0.7,0.4)*pow( sundot,5.0 );
        sunColor += 0.25*float3(1.0,0.8,0.6)*pow( sundot,64.0 );
        sunColor += 0.4*float3(1.0,0.8,0.6)*pow( sundot,512.0 );
        //skycolor
        float3 skyColor= float3(0.2,0.5,0.85)*1.1 - rd.y*rd.y*0.5;
        skyColor= lerp( skyColor, 0.85*float3(0.7,0.75,0.85), pow( 1.0-max(rd.y,0.0), 4.0 ) );
        skyColor+=sunColor;
        //skydown
        float3 sky =lerp(skyColor ,float3(1.0,0.95,1.0) , cloudNoise );
        sky =lerp(skyColor , sky ,smoothstep(-0.1,0.25,rd.y) ) ;
        sky =lerp(float3(0.4,0.4,0.4) , sky ,smoothstep(-0.1,0.1,rd.y) );
    
    
    
        return float4(sky,1.);
    }
    

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