Unity CGShader中的错切变换实现

在Unity中,CGShader用于自定义着色器的编写,基于NVIDIA开发的Cg编程语言。错切变换是一种几何变换,通过在一个方向上的位移而不改变其他部分,创造出视觉上的独特效果。实现错切变换通常涉及到4x4矩阵操作,在3D空间中,这些变换矩阵通过非对角线元素的非零值来表示。例如,X轴错切对YZ平面产生影响,Y轴错切对ZX平面产生影响,Z轴错切对XY平面产生影响。以下示例展示了如何在Shader脚本中定义错切变换矩阵并应用于顶点坐标:

Shader "Custom/ShearTransform" {
  Properties {
    _MainTex ("Texture", 2D) = "white" {}
    _ShearFactorX ("X Shear Factor", Range(0, 1)) = 0.1
    _ShearFactorY ("Y Shear Factor", Range(0, 1)) = 0.1
    _ShearFactorZ ("Z Shear Factor", Range(0, 1)) = 0.1
  }
  SubShader {
    Tags {"RenderType"="Opaque"}
    LOD 100
    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;
      };
      sampler2D _MainTex;
      float _ShearFactorX;
      float _ShearFactorY;
      float _ShearFactorZ;
      v2f vert (appdata v) {
        v2f o;
        o.vertex = UnityObjectToClipPos(v.vertex);
        o.vertex.x += v.vertex.y * _ShearFactorX;
        o.vertex.y += v.vertex.x * _ShearFactorY;
        o.vertex.z += v.vertex.x * _ShearFactorZ;
        o.uv = v.uv;
        return o;
      }
      fixed4 frag (v2f i) : SV_Target {
        fixed4 col = tex2D(_MainTex, i.uv);
        return col;
      }
      ENDCG
    }
  }
  FallBack "Diffuse"
}

在此示例中,_ShearFactorX, _ShearFactorY, 和 _ShearFactorZ 参数分别控制X、Y、Z轴的错切程度。通过将此Shader附加到材质上并在场景中应用,你可以观察不同的错切效果。

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unity cgshader错切变换 预估大小:209个文件
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zip 文件大小:976.53KB