shadertoy 原型,https://www.shadertoy.com/view/XslGRr

先说几个概念

  Shader language目前有3种主流语言:基于OpenGL的GLSL(OpenGL Shading Language,也称为GLslang),基于Direct3D的HLSL(High Level Shading Language),还有NVIDIA公司的Cg (C for Graphic)语言。
其中unity使用的是GLSL,unity使用的是Cg,并且进一步封装,称为shaderLab。

转unity代码如下:

Shader "Shadertoy/Cloud" {
Properties{
iMouse ("Mouse Pos", Vector) = (, , , )
// iChannel0("iChannel0", 2D) = "white" {}
// iChannelResolution0 ("iChannelResolution0", Vector) = (10, 10, 0, 0)
} CGINCLUDE
#include "UnityCG.cginc"
#pragma target 3.0 #define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define mat4 float4x4
#define iTime _Time.y
// fmod用于求余数,比如fmod(1.5, 1.0) 返回0.5;
#define mod fmod
// 插值运算,lerp(a,b,w) return a + w*(a-b);
#define mix lerp
// fract(x): 取小数部分
#define fract frac
#define texture2D tex2D
// 屏幕的尺寸
#define iResolution _ScreenParams
// 屏幕中的坐标,以pixel为单位.(_iParam.scrPos.xy/_iParam.scrPos.w)在屏幕中归一化后的屏幕位置,即返回分量范围在(0, 1)的屏幕横纵坐标值。屏幕的左下角值为(0, 0),右上角值为(1, 1)。
#define gl_FragCoord ((_iParam.scrPos.xy/_iParam.scrPos.w) * _ScreenParams.xy) #define PI2 6.28318530718
#define pi 3.14159265358979
#define halfpi (pi * 0.5)
#define oneoverpi (1.0 / pi) fixed4 iMouse;
// sampler2D iChannel0;
// fixed4 iChannelResolution0; struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
}; //ComputeScreenPos是在UnityCG.cginc中定义的函数,它就作用如名字一样,计算该顶点转换到屏幕上的位置
v2f vert(appdata_base v) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
return o;
} vec4 main(vec2 fragCoord); fixed4 frag(v2f _iParam) : COLOR0 {
vec2 fragCoord = gl_FragCoord;
// vec2 pos =fragCoord.xy / iResolution.xy * 2. - 1.;
return main(fragCoord);
} ////////////////////////////////////////////////////////////////////
// https://www.shadertoy.com/view/4sfGzS
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
} vec3 sundir = normalize( vec3(-1.0,0.0,-1.0) ); #define MARCH(STEPS,MAPLOD) for(int i=0; i<STEPS; i++) { vec3 pos = ro + t*rd; if( pos.y<-3.0 || pos.y>2.0 || sum.a > 0.99 ) break; float den = MAPLOD( pos ); if( den>0.01 ) { float dif = clamp((den - MAPLOD(pos+0.3*sundir))/0.6, 0.0, 1.0 ); sum = integrate( sum, dif, den, bgcol, t ); } t += max(0.05,0.02*t); } float iqhash( float n )
{
return fract(sin(n)*43758.5453);
} float noise( vec3 x )
{
// The noise function returns a value in the range -1.0f -> 1.0f
vec3 p = floor(x);
vec3 f = fract(x); f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
} float map5( in vec3 p )
{
vec3 q = p - vec3(0.0,0.1,1.0)*iTime; float f; f = 0.50000*noise( q ); q = q*2.02;
f += 0.25000*noise( q ); q = q*2.03;
f += 0.12500*noise( q ); q = q*2.01;
f += 0.06250*noise( q ); q = q*2.02;
f += 0.03125*noise( q );
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );
}
float map4( in vec3 p )
{
vec3 q = p - vec3(0.0,0.1,1.0)*iTime;
float f;
f = 0.50000*noise( q ); q = q*2.02;
f += 0.25000*noise( q ); q = q*2.03;
f += 0.12500*noise( q ); q = q*2.01;
f += 0.06250*noise( q );
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );
}
float map3( in vec3 p )
{
vec3 q = p - vec3(0.0,0.1,1.0)*iTime;
float f;
f = 0.50000*noise( q ); q = q*2.02;
f += 0.25000*noise( q ); q = q*2.03;
f += 0.12500*noise( q );
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );
}
float map2( in vec3 p )
{
vec3 q = p - vec3(0.0,0.1,1.0)*iTime;
float f;
f = 0.50000*noise( q ); q = q*2.02;
f += 0.25000*noise( q );;
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );
} vec4 integrate( in vec4 sum, in float dif, in float den, in vec3 bgcol, in float t )
{
// lighting
vec3 lin = vec3(0.65,0.7,0.75)*1.4 + vec3(1.0, 0.6, 0.3)*dif;
vec4 col = vec4( mix( vec3(1.0,0.95,0.8), vec3(0.25,0.3,0.35), den ), den );
col.xyz *= lin;
col.xyz = mix( col.xyz, bgcol, 1.0-exp(-0.003*t*t) );
// front to back blending
col.a *= 0.4;
col.rgb *= col.a;
return sum + col*(1.0-sum.a);
} vec4 raymarch( in vec3 ro, in vec3 rd, in vec3 bgcol, in int2 px )
{
vec4 sum = vec4(0.0,0.0,0.0,0.0); float t = 0.0;//0.05*texelFetch( iChannel0, px&255, 0 ).x; MARCH(,map5);
MARCH(,map4);
MARCH(,map3);
MARCH(,map2);
//clamp(x,min,max),min(max(x, min), max),
//if min < x < max , return x;
//if x < min , return min;
//if x > max , return max;
return clamp( sum, 0.0, 1.0 );
} //得到像素点的颜色值
vec4 render( in vec3 ro, in vec3 rd, in int2 px )
{
// background sky
// dot 点积,各分量分别相乘 后 相加
float sun = clamp( dot(sundir,rd), 0.0, 1.0 );
vec3 col = vec3(0.6,0.71,0.75) - rd.y*0.2*vec3(1.0,0.5,1.0) + 0.15*0.5;
col += 0.2*vec3(1.0,.,0.1)*pow( sun, 8.0 ); // clouds
vec4 res = raymarch( ro, rd, col, px );
col = col*(1.0-res.w) + res.xyz; // sun glare
// pow(x, y): x的y次方;
col += 0.2*vec3(1.0,0.4,0.2)*pow( sun, 3.0 ); return vec4( col, 1.0 );
} vec4 main(vec2 fragCoord) {
//iResolution:screen size
//fragCoord:在屏幕上的位置,单位pixel
vec2 p = (-iResolution.xy + 2.0*fragCoord.xy)/ iResolution.y; vec2 m = iMouse.xy/iResolution.xy; //camera
vec3 ro = 4.0*normalize(vec3(sin(3.0*m.x), 0.4*m.y, cos(3.0*m.x)));
vec3 ta = vec3(0.0, -1.0, 0.0);
mat3 ca = setCamera( ro, ta, 0.0 );
//ray
vec3 rd = mul(ca , normalize( vec3(p.xy,1.5)));
//fragCoord屏幕像素位置.
vec2 pos = fragCoord.xy / iResolution.xy;
return render( ro, rd, int2(fragCoord-0.5) );
}
//////////////////////////////////////////////////////////////////// ENDCG SubShader {
Pass {
CGPROGRAM #pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest ENDCG
}
}
FallBack Off
}

参考了乐乐(candycat)的博客,想深入学习shader的可以多看看她的博客和书,很多干货,然后就是https://msdn.microsoft.com/en-us/library/windows/apps/dn166865.aspx,GLSL转HLSL参考文档。

还有一个人一定要说,shaderToy网站上的iq,创造了好多shader,效果非常非常赞。

最后有两个东西没解决,textureLod,和texelFetch这两个函数怎么映射到unity?

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