1 原理
当一个圆在地面上沿直线匀速滚动时,圆上固定点的运动轨迹称为旋轮线(或摆线、圆滚线)。本文实现的卷轴特效使用了旋轮线相关理论。
以下是卷轴特效原理及公式推导,将屏幕坐标 (x) 映射到纹理坐标 (u)。
注意:屏幕坐标 x 值域为 [0, ScreenWidth],这里已归一化到 [0, 1]。
本文代码资源见→Unity3D Shader卷轴滚动特效。
2 代码实现
RollEffect.cs
using UnityEngine;
[RequireComponent(typeof(Camera))] // 屏幕后处理特效一般都需要绑定在像机上
public class RollEffect : MonoBehaviour {
public float radius = 0.05f; // 圆半径
public float rollSpeed = 0.8f; // 圆滚动角速度
private Texture rollTex; // 滚动轴纹理
private Texture backTex; // 底部背景纹理
private float rollTime = 0; // 滚动时间
private float maxRollTime; // 最长滚动时间
private float rollDirection = 1; // 滚动方向(1: 向右, -1: 向左)
private Material rollMaterial; // 滚动特效材质
private bool enableRoll = false; // 滚动特效开关
private void Awake() {
rollMaterial = new Material(Shader.Find("Custom/Curl/Roll"));
rollMaterial.hideFlags = HideFlags.DontSave;
rollTex = Resources.Load<Texture>("RollTex");
backTex = Resources.Load<Texture>("BackTex");
}
private void Update() {
if (Input.GetMouseButton(0)) {
rollTime = 0;
maxRollTime = 1 / rollSpeed / radius;
enableRoll = true;
}
}
private void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (enableRoll) {
rollMaterial.SetTexture("_RollTex", rollTex);
rollMaterial.SetTexture("_BackTex", backTex);
rollMaterial.SetFloat("_theta", rollSpeed);
rollMaterial.SetFloat("_r", radius);
rollMaterial.SetFloat("_t", rollTime);
IncreaseTime();
Graphics.Blit (source, destination, rollMaterial);
} else {
Graphics.Blit (source, destination);
}
}
private void IncreaseTime() { // 时间自增
rollTime += rollDirection * Time.deltaTime;
if (rollTime > maxRollTime) {
rollTime = maxRollTime;
rollDirection = -rollDirection; // 反向卷轴
} else if (rollTime < 0) {
rollTime = 0;
rollDirection = -rollDirection;
}
}
}
说明: RollEffect 脚本组件需要挂在相机上。
Roll.shader
Shader "Custom/Curl/Roll"
{
Properties
{
_MainTex ("mainTex", 2D) = "white" {}
_RollTex ("rollTex", 2D) = "white" {}
_BackTex ("backTex", 2D) = "white" {}
}
SubShader
{
Pass
{
ZTest Always
Cull Off
ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img // UnityCG.cginc中定义了vert_img方法, 对vertex和texcoord进行了处理, 输出v2f_img中的pos和uv
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _RollTex; // 滚动轴纹理
sampler2D _BackTex; // 底部背景纹理
float _theta; // 圆滚动角速度
float _r; // 圆半径
float _t; // 滚动时间
fixed4 roll(float rho, float v)
{ // 滚动变换, 将屏幕坐标映射到纹理坐标
float trt = _theta * _r * _t;
if (rho < trt - _r)
{
return tex2D(_BackTex, float2(rho, v));
}
else if (rho < trt)
{
float a = trt - rho;
float phi = acos(a / _r);
float u = trt - (UNITY_HALF_PI + phi) * _r;
if (u > 0)
{
return tex2D(_RollTex, float2(u, v)) * pow(sin(phi), 2);
}
u = trt - (UNITY_HALF_PI - phi) * _r;
return tex2D(_MainTex, float2(u, v)); // 刚开始卷动时会触发
}
else if (rho < trt + _r)
{
float a = rho - trt;
float phi = acos(a / _r);
float u = trt - (3 * UNITY_HALF_PI - phi) * _r;
if (u > 0)
{
return tex2D(_RollTex, float2(u, v)) * pow(sin(phi), 2);
}
return tex2D(_MainTex, float2(rho, v)); // 刚开始卷动时会触发
}
else
{
return tex2D(_MainTex, float2(rho, v));
}
}
fixed4 frag(v2f_img i) : SV_Target // uv坐标的计算不能在顶点着色器中进行, 因为屏后处理的顶点只有屏幕的4个角顶点
{
return roll(i.pos.x / _ScreenParams.x, i.uv.y);
}
ENDCG
}
}
Fallback off
}
3 运行效果
4 推荐阅读
声明:本文转自【Unity3D】卷轴特效
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