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用极坐标实现简单的UI

用极坐标实现简单的UI

作者: 万里_aa3f | 来源:发表于2019-02-28 01:34 被阅读2次


    什么是极坐标?
    参考the shader of book https://thebookofshaders.com/07/?lan=ch
    百度百科!!!哇,真的是从百度百科学的,很详细

    1.用极坐标实现角度
    2.实现uv的扭转
    3.颜色板
    4.UI特效算法的实现

    1.计算表角度

    将uv原点移动到中间,求角度
    再将【0,2Π】的角度转换到【0,1】方便我们的思考和计算

    float2 uv = i.uv-0.5;
    float angle=atan2(uv.x,uv.y);
    float angle01=frac(angle/3.14/2);
    

    2.实现uv扭转

    就是摘抄的shadergraph的源码,
    可以看出他用了2d的旋转矩阵
    并通过uv.length控制旋转量,这里不推理了

            float2 twirl(float2 UV , float2 Center, float Strength,float2 set)
            {
                float2 delta = UV - Center;
                float angle = Strength * length(delta);
                float x = cos(angle) * delta.x - sin(angle) * delta.y;
                float y = sin(angle) * delta.x + cos(angle) * delta.y;
                return float2(x + Center.x + set.x, y + Center.y + set.y);
            }
    

    3.颜色板

    iq的分享:具体不细说
    使用方法 下面的参数,通过T【0,1】来控制颜色的变换
    此篇文章 将极坐标的角度 当做T 来变换颜色
    a,b,c,d可以填写第二张图片里的数字达到指定效果



    4.UI特效算法的实现

    1.如何画出条状线:将角度展开到2维直角坐标系


    float angle=atan2(uv.x,uv.y);
    float angle01=frac(angle/3.14/2);
    float valueMask = sign(frac(angle01 * _number) - _black);
    

    2.如何实现线条的长度不同:先用一个noise贴图得出求出每个放射性条纹的灰度值,然后再配合length(uv)来实现


    float floorMask = floor(angle01 * _number);
    float noiseValue = tex2D(_noiseMap, float2(floorMask/_number , _Time.y/10));
    
    finalMask = step(1-finalMask , 1-length(uv0));
    

    让我们在换个贴图验证一下



    shader

    Shader "Hidden/UV"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _number("number",int)=60
            _black("black",Range(0,1))=0.2
            _strength("strength",float)=0
            _swing("swing",Range(0,2))=0.5
            _noiseMap("noiseMap",2D)="white"{}
        }
    
        CGINCLUDE
    
            float2 twirl(float2 UV , float2 Center, float Strength,float2 set)
            {
                float2 delta = UV - Center;
                float angle = Strength * length(delta);
                float x = cos(angle) * delta.x - sin(angle) * delta.y;
                float y = sin(angle) * delta.x + cos(angle) * delta.y;
                return float2(x + Center.x + set.x, y + Center.y + set.y);
            }
    
            float2 rotation(float2 UV,float2 Center,float Rotation){
                UV -= Center;
                float s = sin(Rotation);
                float c = cos(Rotation);
                float2x2 rMatrix = float2x2(c, -s, s, c);
                rMatrix *= 0.5;
                rMatrix += 0.5;
                rMatrix = rMatrix * 2 - 1;
                UV.xy = mul(UV.xy, rMatrix);
                UV += Center;
                return UV;
            }
    
            float2 polar(float2 UV,float2 Center,float RadialScale,float LenghtScale){
                float2 delta = UV - Center;
                float radius = length(delta) * 2 * RadialScale;
                float angle = atan2(delta.x, delta.y) * 1.0/6.28 * LenghtScale;
                float2 uv = float2(radius,angle);
                return uv;
            }
    
            float3 palette( in float t, in float3 a, in float3 b, in float3 c, in float3 d )
            {
                return a + b*cos( 6.28318*(c*t+d) );
            }
    
        ENDCG
    
        SubShader
        {
            // No culling or depth
            Cull Off ZWrite Off ZTest Always
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
    
                #include "UnityCG.cginc"
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }
    
                sampler2D _MainTex;
                int _number;
                float _black;
                float _strength;
                sampler2D _noiseMap;
                float _swing;
    
                fixed4 frag (v2f i) : SV_Target
                {
                    
                    
    
                    float2 uv = i.uv-0.5;
                    float2 uv0=uv;
                
                    uv=twirl(uv,float2(0,0),_strength,float2(0,0));
    
                    float sphere=1-step(1,length(uv*10));
    
                    float angle=atan2(uv.x,uv.y);
                    float angle01=frac(angle/3.14/2);
                    
                    float floorMask = floor(angle01 * _number);
                    float noiseValue = tex2D(_noiseMap, float2(floorMask/_number , _Time.y/10));
                    noiseValue = smoothstep(0.5-_swing,0.5+_swing,noiseValue);
    
                    float valueMask = sign(frac(angle01 * _number) - _black);
    
                    float finalMask = (valueMask *noiseValue );
    
                    finalMask = step(1-finalMask , 1-length(uv0));
    
    
                    float3 Color = palette(angle01,float3(0.5,0.5,0.5),float3(0.5,0.5,0.5),float3(1.0,1.0,1.0),float3(0.0,0.33,0.67));
                    Color = finalMask*Color;
    
                    fixed4 col = tex2D(_MainTex, i.uv*3);
                    float mask=step(0.15,length(uv0));
                    col = col*(1-mask);
                    float mask2=step(0.16,length(uv0));
                    col.xyz+=Color*mask2;
    
                    return float4(col.xyz,1.0);
                }
                ENDCG
            }
        }
    }
    
    

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