本文主要是介绍Unity 模型描边的几种方法. (Shader、GL、代码生成描绘边),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
前言
1、前段时间工作,需要给模型描边,由于对Shader不熟悉,就直接网上找了描边Shader文件,无奈项目发布环境是WebGL,WebGL对Shader的需求比较特殊,故无法使用。
2、因为项目需要描边的物体并不多,所以萌生出,动态生成整个模型所有的边(线条),给各个边附上需要的材质球即可。(当然,也可以直接请美术在模型上描边,但这样不能实现泛光之类的效果)
3、现写下三种实现模型描边的方法,方便日后查看学习与使用。
实现
1、GL描边
原理比较简单,就是获取到模型的所有顶点,然后使用GL连线.
以下是GL描边代码,在项目的GLSingleWireFrameScene场景中有演示.
/// <summary>
/// 描绘单个模型线框.
/// </summary>
public class GLSingleWireFrame : MonoBehaviour
{public Material lineMaterial;private Mesh m_mesh;private Vector3[] m_vertices;private int[] m_triangles;private Transform m_transform;void Awake(){m_mesh = gameObject.GetComponent<MeshFilter>().mesh;m_vertices = m_mesh.vertices;m_triangles = m_mesh.triangles;m_transform = transform;}public void OnRenderObject(){lineMaterial.SetPass(0); //GLSingleWireFrame材质球Shader是 Unlit/Color.GL.PushMatrix();GL.MultMatrix(m_transform.localToWorldMatrix);GL.Begin(GL.LINES);for (int cnt = 0; cnt < m_triangles.Length; cnt += 3){GL.Vertex(m_vertices[m_triangles[cnt]]);GL.Vertex(m_vertices[m_triangles[cnt + 1]]);GL.Vertex(m_vertices[m_triangles[cnt + 1]]);GL.Vertex(m_vertices[m_triangles[cnt + 2]]);GL.Vertex(m_vertices[m_triangles[cnt + 2]]);GL.Vertex(m_vertices[m_triangles[cnt]]);}GL.End();GL.PopMatrix();}
}
2、Shader描边
Shader描边实现的方法也有很多,上图的是法线外拓方法。使用两个pass,第一个pass让顶点沿着法线方向延伸出去,使得模型变大一圈。第二个pass正常渲染,让正常渲染的模型挡在第一个pass之上,这样就会露出去的部分就是描绘的边。
网上有很多描边的例子,这里不详细介绍. 例如,csdn博客、unity官方问答、stackoverflow
以下是Shader代码,在项目的UtilizeShaderScene场景中有演示.
Shader "Shaders/ToonBound"
{Properties{_Color ("Color Tint", Color) = (1, 1, 1, 1)_MainTex ("Main Tex", 2D) = "white" {}_Ramp ("Ramp Texture", 2D) = "white" {} //控制漫反射色调的渐变纹理_Outline ("Outline", Range(0, 1)) = 0.1 //控制轮廓线宽度_OutlineColor ("Outline Color", Color) = (1, 0, 0, 1) //轮廓线颜色_Specular ("Specular", Color) = (1, 1, 1, 1) //高光反色颜色_SpecularScale ("Specular Scale", Range(0, 0.1)) = 0.01 //高光反射系数阈值}SubShader{Tags { "RenderType"="Opaque" "Queue"="Geometry"}LOD 100Pass{//命名Pass块,以便复用NAME "OUTLINE"//剔除正面Cull FrontCGPROGRAM#pragma vertex vert#pragma fragment frag// make fog work//#pragma multi_compile_fog#include "UnityCG.cginc"float _Outline;fixed4 _OutlineColor;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;}; struct v2f {float4 pos : SV_POSITION;};v2f vert (a2v v) {v2f o;//让描边在观察空间达到最好的效果float4 pos = mul(UNITY_MATRIX_MV, v.vertex); float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); normal.z = -0.5;pos = pos + float4(normalize(normal), 0) * _Outline;//将顶点从视角空间变换到裁剪空间o.pos = mul(UNITY_MATRIX_P, pos);return o;}float4 frag(v2f i) : SV_Target { //轮廓线颜色渲染整个背面return float4(_OutlineColor.rgb, 1); }ENDCG}Pass {Tags { "LightMode"="ForwardBase" }//渲染正面Cull BackCGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fwdbase#include "UnityCG.cginc"#include "Lighting.cginc"#include "AutoLight.cginc"#include "UnityShaderVariables.cginc"fixed4 _Color;sampler2D _MainTex;float4 _MainTex_ST;sampler2D _Ramp;fixed4 _Specular;fixed _SpecularScale;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;float4 texcoord : TEXCOORD0;float4 tangent : TANGENT;}; struct v2f {float4 pos : POSITION;float2 uv : TEXCOORD0;float3 worldNormal : TEXCOORD1;float3 worldPos : TEXCOORD2;SHADOW_COORDS(3)};v2f vert (a2v v) {v2f o;o.pos = UnityObjectToClipPos( v.vertex);o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);o.worldNormal = UnityObjectToWorldNormal(v.normal);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;TRANSFER_SHADOW(o);return o;}float4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal);fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir);fixed4 c = tex2D (_MainTex, i.uv);fixed3 albedo = c.rgb * _Color.rgb; //计算材质反射率fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //计算环境光UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); //计算当前世界坐标下的阴影值fixed diff = dot(worldNormal, worldLightDir);//计算半兰伯特漫反射系数diff = (diff * 0.5 + 0.5) * atten;//对渐变纹理_Ramp进行采样fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb;fixed spec = dot(worldNormal, worldHalfDir);fixed w = fwidth(spec) * 2.0; //抗锯齿处理fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale);return fixed4(ambient + diffuse + specular, 1.0);}ENDCG}}FallBack "Diffuse"
}
3、代码生成描边物体
①动态生成:
在项目DynamicDrawWireFrameScene场景中有演示.
②使用编辑器拓展生成:
在项目EditorDrawWireFrameScene场景中有演示.
③原理分析:
原理比较简单,就是获取该模型所有的顶点位置,使用LineRenderer连接两个点,即生成一个边。如果全部连接,就会生成跟GL描边一样的效果。
(题外话:连点成面,连面成网,模型网格是由许多个三角面构成的,而两个三角面即形成一个四边形,至于如何构造三角面形成网格,可以看我之前的文章)
如何剔除掉模型一个面不需要的描边,我们可以使用叉乘,分别获得两个相邻三角面的法线向量,然后对两个法线向量点乘,获得角度,如果两个三角面平行,即它们相交的边可以剔除掉。
配合上方图片,得出以下核心代码:
/// <summary>
/// 退化四边形.
/// </summary>
[System.Serializable]
public struct DegradedRectangle //(v1、v2、v3_1)(v1、v2、v3_2)为相同一条边的两个三角面,两个三角面即为一个退化四边形. v3_2为-1,即该四边形相同边是“边界边缘”.
{public int vertex1; //构成边的顶点1的索引public int vertex2; //构成边的顶点2的索引public int triangle1_vertex3; //边所在三角面1的顶点3索引public int triangle2_vertex3; //边所在三角面2的顶点3索引
}/// <summary>
/// 绘制模型的网格线框.(直接放在模型身上,初始化时创建)
/// </summary>
public class DynamicDrawWireFrame : MonoBehaviour
{private Transform m_Transform;private MeshFilter m_MeshFilter;private Transform m_drawWireFrameParent; //描绘物体线框的线 父物体.[Header("退化四边形资源文件")][SerializeField]private DegradedRectangles m_DegradedRectangles; //退化四边形资源文件,就是DegradedRectangled数组. [Header("LineRenderer预制体")][SerializeField]private GameObject m_Prefab_Line; //LineRender预制体.void Start(){if (m_DegradedRectangles == null){Debug.LogError("没有赋值退化四边形.");return;}//查找初始化.m_Transform = gameObject.GetComponent<Transform>();m_MeshFilter = gameObject.GetComponent<MeshFilter>();Mesh mesh = m_MeshFilter.sharedMesh;m_drawWireFrameParent = m_Transform.Find("DrawWireFrameParent");if (m_drawWireFrameParent == null) { m_drawWireFrameParent = new GameObject("DrawWireFrameParent").transform;m_drawWireFrameParent.SetParent(m_Transform, false); }//临时变量.Vector3 v1;Vector3 v2;Vector3 v3_1;Vector3 v3_2;Vector3 vv1;Vector3 vv2;Vector3 vv3;Vector3 face1Normal;Vector3 face2Normal;float angle;List<Vector3> drawList = new List<Vector3>();//循环退化四边形,通过计算,得出网格的边缘线.for (int i = 0; i < m_DegradedRectangles.degraded_rectangles.Count; i++){//获取退化四边形对应的网格顶点坐标.v1 = mesh.vertices[m_DegradedRectangles.degraded_rectangles[i].vertex1]; v2 = mesh.vertices[m_DegradedRectangles.degraded_rectangles[i].vertex2];v3_1 = mesh.vertices[m_DegradedRectangles.degraded_rectangles[i].triangle1_vertex3];if (m_DegradedRectangles.degraded_rectangles[i].triangle2_vertex3 > 0) //如果是边界边缘,该值为-1.{v3_2 = mesh.vertices[m_DegradedRectangles.degraded_rectangles[i].triangle2_vertex3]; //获取退化四边形对应的网格顶点坐标.//计算出两个相邻三角面的法线向量.vv1 = v2 - v1; vv2 = v3_1 - v1;vv3 = v3_2 - v1;face1Normal = Vector3.Cross(vv1, vv2).normalized;face2Normal = Vector3.Cross(vv3, vv1).normalized;//点积,计算两个三角面是否平行.angle = Mathf.Acos(Vector3.Dot(face1Normal, face2Normal)) * Mathf.Rad2Deg; //两条法线相交的角度.//angle = Vector3.Angle(face1Normal, face2Normal); //只能算到 [0,180] 度.if (angle < -2f || angle > 2f) //小于或大于. 两个面不平行,该线不是中间线.{Debug.Log("边缘");drawList.Add(v1);drawList.Add(v2);}else //两个面平行. 不画中间的线.{}}else //边界边缘.{Debug.Log("边界边");Debug.Log(m_DegradedRectangles.degraded_rectangles[i]);drawList.Add(v1);drawList.Add(v2);}}//循环相框集合,每两个点,生成一根线.GameObject line;LineRenderer line_LineRenderer;for (int i = 0; i < drawList.Count; i += 2){line = GameObject.Instantiate<GameObject>(m_Prefab_Line, m_drawWireFrameParent);line.name = "Line_" + i;line_LineRenderer = line.GetComponent<LineRenderer>();line_LineRenderer.positionCount = 2;line_LineRenderer.SetPosition(0, drawList[i]);line_LineRenderer.SetPosition(1, drawList[i + 1]);}}}
项目链接Github
项目链接csdn
这是以前写下的东西,当时查阅了不少文档,如有雷同,侵删,完毕.
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