生成万花筒效果并截图
Posted llstart-new0201
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通过shader实现万花筒效果,shader放在文末
由右图到左图,需要去掉背景,只留车的图,并且要从正上方视角看下去的图片才可以产生左侧的效果。
shader参数:
画布比例:显示图片image的比例
图片比例:texture2d图片的比例
行数:是指再画布上显示多少行的万花筒图片
列数:是指再画布上显示多少列的万花筒图片
Tim:通过调节可调节万花筒效果
样式:整数,可调节万花筒样式,一般零即可。
通过相机获取图片:
通过一个Quad添加此shader 的Albedo绑定一个RenderTexture,并把此RenderTexture付给车的相机,这样就可以获取持续的万花筒效果,再增加一个正交相机来单独渲染Quad,即可通过相机截图来获取图片
Shader "Custom/GaussBlur" { Properties{ _MainTex("Albedo (RGB)", 2D) = "white" {} _Plansize("画布比例", float) = 1 _Texturesize("图片比例", float) = 1 _SizeZT("缩放zT", Range(0, 20)) = 0 _Whith("行数", float) = 1 _Hight("列数", float) = 1 _Tim("Tim", float) = 1 _A("透明度", Range(0, 1)) = 1 _style("样式", int) = 0//0单旋 1散开 2回旋 3慢旋 4散聚 } SubShader{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass{ CGPROGRAM #pragma exclude_renderers gles #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; int _RepeatNUM; float _Centrifuge; float _Plansize; float _Texturesize; float _ElaT; float _Dx; float _Dy; float _Size; float _Size2; float _SizeZT; float K; float _Whith; float _Hight; float _JZ, _JZ2, _Tim; float _A; int _style; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } float4 Repeatpicture(float2 uv) { float4 color1 = tex2D(_MainTex, uv); if (uv.x<0 || uv.x>1 || uv.y<0 || uv.y>1) { color1.a = 0; } uv = uv + 0.2; float4 color2 = tex2D(_MainTex, uv); if (uv.x<0 || uv.x>1 || uv.y<0 || uv.y>1) { color2.a = 0; } float4 colorTmp = color1*(1 - color2.a)*color1.a + color2*color2.a; return colorTmp; } float BezierADm(float tim1, float tim2, float na, float nb, float ka, float kb, float Time)//时间从tim1到tim2,数值从na到nb。曲线斜率ka,kb。总时间Time { float num; float L = (tim2 - tim1) / 2.0f; if (Time < tim1) { num = na; } else { if (Time <= tim2) { float t = (Time - tim1) / (tim2 - tim1); float3 p0 = float3(tim1, na, 0); float3 p1 = float3(L, tan(ka) * L, 0); float3 p2 = float3(-L, tan(kb) * L, 0); float3 p3 = float3(tim2, nb, 0); float3 b0 = float3(0, 0, 0); float3 b1 = float3(0, 0, 0); float3 b2 = float3(0, 0, 0); float3 b3 = float3(0, 0, 0); float Ax, Ay, Az, Bx, By, Bz, Cx, Cy, Cz; Cx = 3.0 * ((p0.x + p1.x) - p0.x); Bx = 3.0 * ((p3.x + p2.x) - (p0.x + p1.x)) - Cx; Ax = p3.x - p0.x - Cx - Bx; Cy = 3.0 * ((p0.y + p1.y) - p0.y); By = 3.0 * ((p3.y + p2.y) - (p0.y + p1.y)) - Cy; Ay = p3.y - p0.y - Cy - By; Cz = 3.0 * ((p0.z + p1.z) - p0.z); Bz = 3.0 * ((p3.z + p2.z) - (p0.z + p1.z)) - Cz; Az = p3.z - p0.z - Cz - Bz; b0 = p0; b1 = p1; b2 = p2; b3 = p3; float t2 = t * t; float t3 = t * t * t; float x = Ax * t3 + Bx * t2 + Cx * t + p0.x; float y = Ay * t3 + By * t2 + Cy * t + p0.y; float z = Az * t3 + Bz * t2 + Cz * t + p0.z; num = y; } else { num = nb; } } return num; } void funtion() { if (_style==0) { if (_Tim<22) { if (_Tim<12) { if (_Tim<2) { _ElaT = 1.056; _Size2 = lerp(0, 0.2, _Tim / 12.0); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } else { _ElaT = lerp(1.056, 0.056, (_Tim - 2) / 20.0); _Size2 = lerp(0, 0.2, _Tim / 12.0); _Centrifuge = lerp(0.131, 0.06, (_Tim - 2) / 10.0); _JZ = lerp(0.893, 1, (_Tim - 2) / 10.0); _JZ2 = lerp(0, -0.0019, (_Tim - 2) / 10.0); } } else { _ElaT = lerp(1.056, 0.056, (_Tim - 2) / 20.0); _Size2 = lerp(0.2, 0, (_Tim - 12) / 12.0); _Centrifuge = lerp(0.06, 0.131, (_Tim - 12) / 10.0); _JZ = lerp(1, 0.893, (_Tim - 12) / 10.0); _JZ2 = lerp(-0.0019, 0, (_Tim - 12) / 10.0); } } else { _ElaT = 0.056; _Size2 = lerp(0.2, 0, (_Tim - 12) / 12.0); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } } else if (_style == 1) { if (_Tim<10) { _ElaT = 0.3325; _Size2 = lerp(0, 0.1, _Tim / 10.0); _Centrifuge = 0.17; _JZ = 0.82; } else { _ElaT = lerp(0.3325, 0.4, (_Tim - 10.0) / 14.0); _Size2 = lerp(0.1, 0.2535, (_Tim - 10.0) / 14.0); _Centrifuge = BezierADm(10, 24, 0.17, 2.6, 0, -0.4, _Tim); _JZ = 1 - ((_Tim - 10.0 - 100) / -93.46) + 0.89; } } else if (_style == 2) { if (_Tim<22) { if (_Tim<12) { if (_Tim<2) { _ElaT = 1.056; //_Size2 = lerp(0, 0.2, _Tim / 12.0); _Size2 = BezierADm(0, 12, 0, 0.2, 0.02, 0, _Tim); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } else { //_ElaT = lerp(1.056, 0.056, (_Tim - 2) / 20.0); _ElaT = BezierADm(2, 12, 1.056, 0.5, 0, 0, _Tim); //_Size2 = lerp(0, 0.2, _Tim / 12.0); _Size2 = BezierADm(0, 12, 0, 0.2, 0.02, 0, _Tim); _Centrifuge = lerp(0.131, 0.06, (_Tim - 2) / 10.0); _JZ = lerp(0.893, 1, (_Tim - 2) / 10.0); _JZ2 = lerp(0, -0.0019, (_Tim - 2) / 10.0); } } else { //_ElaT = lerp(1.056, 0.056, (_Tim - 2) / 20.0); _ElaT = BezierADm(12, 22, 0.5, 1.056, 0, 0, _Tim); //_Size2 = lerp(0.2, 0, (_Tim - 12) / 12.0); _Size2 = BezierADm(12, 24, 0.2, 0, 0, 0.02, _Tim); _Centrifuge = lerp(0.06, 0.131, (_Tim - 12) / 10.0); _JZ = lerp(1, 0.893, (_Tim - 12) / 10.0); _JZ2 = lerp(-0.0019, 0, (_Tim - 12) / 10.0); } } else { _ElaT = 0.056; //_Size2 = lerp(0.2, 0, (_Tim - 12) / 12.0); _Size2 = BezierADm(12, 24, 0.2, 0, 0, 0.02, _Tim); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } } else if (_style == 3) { if (_Tim<22) { if (_Tim<12) { if (_Tim<2) { _ElaT = BezierADm(0, 24, 1.056, 0.8, 0, 0, _Tim); _Size2 = BezierADm(0, 12, 0, 0.2, 0.02, 0, _Tim); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } else { _ElaT = BezierADm(0, 24, 1.056, 0.8, 0, 0, _Tim); _Size2 = BezierADm(0, 12, 0, 0.2, 0.02, 0, _Tim); _Centrifuge = lerp(0.131, 0.06, (_Tim - 2) / 10.0); _JZ = lerp(0.893, 1, (_Tim - 2) / 10.0); _JZ2 = lerp(0, -0.0019, (_Tim - 2) / 10.0); } } else { _ElaT = BezierADm(0, 24, 1.056, 0.8, 0, 0, _Tim); _Size2 = BezierADm(12, 24, 0.2, 0, 0, 0.02, _Tim); _Centrifuge = lerp(0.06, 0.131, (_Tim - 12) / 10.0); _JZ = lerp(1, 0.893, (_Tim - 12) / 10.0); _JZ2 = lerp(-0.0019, 0, (_Tim - 12) / 10.0); } } else { _ElaT = BezierADm(0, 24, 1.056, 0.8, 0, 0, _Tim); _Size2 = BezierADm(12, 24, 0.2, 0, 0, 0.02, _Tim); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } } else if (_style == 4) { float _Tt = 24 - _Tim; if (_Tt<10) { _ElaT = 0.3325; _Size2 = lerp(0, 0.1, _Tt / 10.0); _Centrifuge = 0.17; _JZ = 0.82; } else { _ElaT = lerp(0.3325, 0.4, (_Tt - 10.0) / 14.0); _Size2 = lerp(0.1, 0.2535, (_Tt - 10.0) / 14.0); _Centrifuge = BezierADm(10, 24, 0.17, 2.6, 0, -0.4, _Tt); _JZ = 1 - ((_Tt - 10.0 - 100) / -93.46) + 0.89; } } else{ if (_Tim<22) { if (_Tim<12) { if (_Tim<2) { _ElaT = 1.056; _Size2 = lerp(0, 0.2, _Tim / 12.0); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } else { _ElaT = lerp(1.056, 0.056, (_Tim - 2) / 20.0); _Size2 = lerp(0, 0.2, _Tim / 12.0); _Centrifuge = lerp(0.131, 0.06, (_Tim - 2) / 10.0); _JZ = lerp(0.893, 1, (_Tim - 2) / 10.0); _JZ2 = lerp(0, -0.0019, (_Tim - 2) / 10.0); } } else { _ElaT = lerp(1.056, 0.056, (_Tim - 2) / 20.0); _Size2 = lerp(0.2, 0, (_Tim - 12) / 12.0); _Centrifuge = lerp(0.06, 0.131, (_Tim - 12) / 10.0); _JZ = lerp(1, 0.893, (_Tim - 12) / 10.0); _JZ2 = lerp(-0.0019, 0, (_Tim - 12) / 10.0); } } else { _ElaT = 0.056; _Size2 = lerp(0.2, 0, (_Tim - 12) / 12.0); _Centrifuge = 0.131; _JZ = 0.893; _JZ2 = 0; } } } //自转 float2 RotUV(float2 uv,float _El) { float _Px = 0.5; float _Py = 0.5; float _Ela = (_El+0.09)*6.28318; float2 uv1 = float2 ((uv.x - _Px)*cos(_Ela) - (uv.y - _Py)*sin(_Ela) + _Px, (uv.x - _Px)*sin(_Ela) + (uv.y - _Py)*cos(_Ela) + _Py); return uv1; } //分辨率自适应计算 float2 resolutionUV(float2 uv,float P,float T) { float k = P/T; float2 uv1; if (k>1) { uv1 = float2((uv.x - 0.5) * k + 0.5, uv.y); } else { uv1 = float2(uv.x, (uv.y - 0.5) / k + 0.5); } return uv1; } //平移 float2 translationUV(float2 uv,float x,float y) { float2 uv1 = float2(uv.x - x, uv.y - y); return uv1; } //缩放 float2 scalingUV(float2 uv,float s) { float2 uv1 = float2((uv.x - 0.5)/s + 0.5, (uv.y - 0.5)/s + 0.5); return uv1; } //重叠 float4 Repeatpicture2(float2 uvv) { float4 colorTmp = (0, 0, 0, 0); for (int i = 0; i < _RepeatNUM; i++) { float ll= _JZ*6.28+2.15; float Lx; float Ly; Lx = (sin((i / (float)_RepeatNUM)*6.28 + ll)*(10 * _Centrifuge) / 100.0)/*+abs ((sin((i / (float)_RepeatNUM)*6.28 + ll)*(10 * 0.2) / 100.0))*01.55*/; Ly = (cos((i / (float)_RepeatNUM)*6.28 + ll)*(10 * _Centrifuge) / 100.0)/*+ abs((cos((i / (float)_RepeatNUM)*6.28 + ll)*(10 * 0.2) / 100.0))*01.55*/; float sas; if(i>5){ sas = 0; }else{ sas = _JZ2; } sas = _JZ2; float2 uv = translationUV(resolutionUV(RotUV(scalingUV(translationUV(uvv.xy, Lx, Ly), _Size), (_ElaT- sas*(_RepeatNUM-i))+i/ (float)_RepeatNUM),1, _Texturesize),_Dx, _Dy); float4 color = tex2D(_MainTex, uv); if (uv.x<0 || uv.x>1 || uv.y<0 || uv.y>1) { color.a = 0; } colorTmp = colorTmp*(1 - color.a)*colorTmp.a + color*color.a; } return colorTmp; } //重叠fb float4 Repeatpicture3(float2 uvv) { float4 colorTmp = (0, 0, 0, 0); for (int i = 1; i < _RepeatNUM; i++) { float ll = 3.28; float Lx = (sin((i / (float)_RepeatNUM)*6.28 + ll)*(i*_Centrifuge) / 100.0); float Ly = (cos((i / (float)_RepeatNUM)*6.28 + ll)*(i*1.3*_Centrifuge) / 100.0); float2 uv = translationUV(resolutionUV(RotUV(scalingUV(translationUV(uvv.xy, Lx, Ly), _Size),_ElaT + i /(float)_RepeatNUM), 1, _Texturesize), _Dx, _Dy); float4 color = tex2D(_MainTex, uv); if (uv.x<0 || uv.x>1 || uv.y<0 || uv.y>1) { color.a = 0; } colorTmp = colorTmp*(1 - color.a)*colorTmp.a + color*color.a; } return colorTmp; } //四面镜像 float2 Fourimages(float2 uv) { float2 uv1 = abs(uv.xy - 0.5) * 2; return uv1; } //行列变换 float2 arrayUV(float2 uv,float w,float h) { float2 uv1 = abs(float2(uv.x % (1 / w), uv.y % (1 / h))); float2 uv2 = float2(uv1.x + (w - 1) / (2 * w), uv1.y + (h - 1) / (2 * h)); return uv2; } half4 frag(v2f i) : SV_Target { _Tim = clamp(_Tim,0,24); _RepeatNUM = 11;//重复数 _Dy = 0;//Local位移y funtion(); _Size = _Size2; float2 uv = scalingUV(resolutionUV(scalingUV(translationUV(Fourimages(arrayUV(i.uv.xy, _Whith, _Hight)), -0.5, -0.5), 2),_Plansize,1), _SizeZT); //float2 uv = i.uv.xy; float4 color = Repeatpicture2(uv); //float4 color = tex2D(_MainTex, uv); if (uv.x<0||uv.x>1||uv.y<0||uv.y>1) { color.a = 0; } return fixed4(color.r, color.g, color.b, color.a*_A); } ENDCG } } FallBack "Diffuse" }
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