问题描述
我制作了一个场景,其中球出现在3D空间中.三角球花费很多资源.因此,我使用具有球纹理的2d曲面(四边形)进行了此操作.但是,现在每次相机移动时,我都需要调整形状的方向.我使用位置转换和LookAt方法进行此操作.问题是我可以优化它吗?如果可以使用着色器旋转形状,则将大有帮助.
I made a scene where balls appear in 3D space. Triangle balls spend a lot of resources. So I did this using 2d surfaces (quad) with a ball texture. But now I need to adjust the direction of the shape every time the camera moves. I do this using position transformation and the LookAt method. The question is can I optimize this? If it is possible to rotate the shapes with shader, this will greatly help.
using UnityEngine;
public class WorldSurf : MonoBehaviour
{
GameObject[] matrix;
int xSize = 20;
int ySize = 20;
int zSize = 20;
// Start is called before the first frame update
void Start()
{
matrix = new GameObject[xSize * ySize * zSize];
//var shader = Shader.Find("Legacy Shaders/Diffuse");
var shader = Shader.Find("Sprites/Default");
//var texture = Resources.Load<Texture>("Textures/Ball_01");
var i = 0;
for (var x = 0f; x < xSize; ++x)
{
for (var y = 0f; y < ySize; ++y)
{
for (var z = 0f; z < zSize; ++z)
{
var texture = Resources.Load<Texture>("Textures/Ball_" + ((int)Random.Range(0, 15)).ToString("00"));
matrix[i++] = CreateQuad(x * 3, y * 3, z * 3, shader, texture);
}
}
}
}
static GameObject CreateQuad(float x, float y, float z, Shader shader, Texture texture)
{
var quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
quad.transform.position = new Vector3(x, y, z);
quad.transform.forward = Camera.main.transform.forward;
var rend = quad.GetComponent<Renderer>();
rend.material.shader = shader;
rend.material.mainTexture = texture;
//rend.material.color = Color.red;
return quad;
}
// Update is called once per frame
void Update()
{
var pos = Camera.main.transform.position;
foreach (var itm in matrix)
{
itm.transform.LookAt(pos);
}
}
}
推荐答案
通常是的,在这种特定情况下,您希望四边形与相机对齐将非常容易.
Generally yes, and in this specific case where you want a quad to align with the camera makes doing so very easy.
您想要的被称为广告牌着色器".这是来自 Wikibooks
What you want is called a "billboard shader". Here is an example from Wikibooks:
Shader "Cg shader for billboards" {
Properties {
_MainTex ("Texture Image", 2D) = "white" {}
_ScaleX ("Scale X", Float) = 1.0
_ScaleY ("Scale Y", Float) = 1.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// User-specified uniforms
uniform sampler2D _MainTex;
uniform float _ScaleX;
uniform float _ScaleY;
struct vertexInput {
float4 vertex : POSITION;
float4 tex : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
+ float4(input.vertex.x, input.vertex.y, 0.0, 0.0)
* float4(_ScaleX, _ScaleY, 1.0, 1.0));
output.tex = input.tex;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return tex2D(_MainTex, float2(input.tex.xy));
}
ENDCG
}
}
}
并对此进行了解释:
这将产生如下输出:
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