【Unity Shader】星夜极光

2023-10-26 17:33:46 浏览数 (1)

Shader初学,心血来潮做了个极光效果,还请各位大佬批评指正。

既然是极光,那自然是少不了夜空的衬托。先给把底色打好:

代码语言:javascript复制
        float p = normalize(i.texcoord).y;
        float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1);
        float p3 = 1.0f - pow (min (1.0f, 1.0f   p), _Exponent2);
        float p2 = 1.0f - p1 - p3;
        float4 skyCol = (_Color1 * p1   _Color2 * p2   _Color3 * p3) * _Intensity;

用一个简单的噪声图模拟星空:

代码语言:javascript复制
    // 星空散列哈希
    float StarAuroraHash(float3 x) {
	    float3 p = float3(dot(x,float3(214.1 ,127.7,125.4)),
			        dot(x,float3(260.5,183.3,954.2)),
                    dot(x,float3(209.5,571.3,961.2)) );

	    return -0.001   _StarIntensity*frac(sin(p)*43758.5453123);
    }

    // 星空噪声
    float StarNoise(float3 st){
        // 卷动星空
        st  = float3(0,_Time.y*_StarSpeed,0);

        // fbm
        float3 i = floor(st);
        float3 f = frac(st);
    
	    float3 u = f*f*(3.0-1.0*f);

        return lerp(lerp(dot(StarAuroraHash( i   float3(0.0,0.0,0.0)), f - float3(0.0,0.0,0.0) ), 
                         dot(StarAuroraHash( i   float3(1.0,0.0,0.0)), f - float3(1.0,0.0,0.0) ), u.x),
                    lerp(dot(StarAuroraHash( i   float3(0.0,1.0,0.0)), f - float3(0.0,1.0,0.0) ), 
                         dot(StarAuroraHash( i   float3(1.0,1.0,0.0)), f - float3(1.0,1.0,0.0) ), u.y), u.z) ;
    }

可以得到这么一个噪声:

再对每个格子中的颜色进行处理,将阈值范围内的点保留下来:

代码语言:javascript复制
        // 星星
        float star  =StarNoise(fixed3(i.texcoord.x,i.texcoord.y * reflection,i.texcoord.z) * 64);
        float4 starOriCol = float4(_StarColor.r   3.25*sin(i.texcoord.x)   2.45 * (sin(_Time.y * _StarSpeed)   1)*0.5,
                                   _StarColor.g   3.85*sin(i.texcoord.y)   1.45 * (sin(_Time.y * _StarSpeed)   1)*0.5,
                                   _StarColor.b   3.45*sin(i.texcoord.z)   4.45 * (sin(_Time.y * _StarSpeed)   1)*0.5,
                                   _StarColor.a   3.85*star);
        star = star > 0.8 ? star:smoothstep(0.81,0.98,star);

        //...
        skyCol = skyCol*(1 - starCol.a)   starCol * starCol.a;

满天星斗就出现啦:

再给天空加点简陋的云,这里用了这么一个fbm:

代码语言:javascript复制
    // 云散列哈希
    float CloudHash (float2 st) {
        return frac(sin(dot(st.xy,
                         float2(12.9898,78.233)))*
        43758.5453123);
    }

    // 云噪声
    float CloudNoise (float2 st,int flow) {
        // 云卷动
        st  = float2(0,_Time.y*_CloudSpeed*flow);

        float2 i = floor(st);
        float2 f = frac(st);

        float a = CloudHash(i);
        float b = CloudHash(i   float2(1.0, 0.0));
        float c = CloudHash(i   float2(0.0, 1.0));
        float d = CloudHash(i   float2(1.0, 1.0));

        float2 u = f * f * (3.0 - 2.0 * f);

        return lerp(a, b, u.x)  
                (c - a)* u.y * (1.0 - u.x)  
                (d - b) * u.x * u.y;
    }

    // 云分型
    float Cloudfbm (float2 st,int flow) {

        float value = 0.0;
        float amplitude = .5;
        float frequency = 0.;

        for (int i = 0; i < 6; i  ) {
            value  = amplitude * CloudNoise(st,flow);
            st *= 2.;
            amplitude *= .5;
        }
        return value;
    }

参考自:

https://thebookofshaders.com/13/

在这里我没有把云的噪声从球面展平,因为这样刚好可以得到一个在地平线边缘处有向下趋势的效果:

下面开始加入真正的极光!先从这种类似于扰动效果的极光入手:

这里使用了这样一个fbm:

代码语言:javascript复制
    //极光噪声
    float AuroraHash(float n ) { 
        return frac(sin(n)*758.5453); 
    }

    float AuroraNoise(float3 x)
    {
        float3 p = floor(x);
        float3 f = frac(x);
        float n = p.x   p.y*57.0   p.z*800.0;
        float res = lerp(lerp(lerp( AuroraHash(n   0.0), AuroraHash(n   1.0),f.x), lerp( AuroraHash(n  57.0), AuroraHash(n  58.0),f.x),f.y),
	    	    lerp(lerp( AuroraHash(n 800.0), AuroraHash(n 801.0),f.x), lerp( AuroraHash(n 857.0), AuroraHash(n 858.0),f.x),f.y),f.z);
        return res;
    }
    //极光分型
    float Aurorafbm(float3 p )
    {
        float f  = 0.50000*AuroraNoise( p ); 
        p *= 2.02;
        f  = 0.25000*AuroraNoise( p ); 
        p *= 2.03;
        f  = 0.12500*AuroraNoise( p ); 
        p *= 2.01;
        f  = 0.06250*AuroraNoise( p ); 
        p *= 2.04;
        f  = 0.03125*AuroraNoise( p );
        return f*1.032258;
    }
    float GetAurora(float3 p)
    {
    	p =Aurorafbm(float3(p.x,p.y,0.0)*0.5)*2.25;
    	float a = smoothstep(.0, .9, Aurorafbm(p*2.)*2.2-1.1);

    	return a<0.0 ? 0.0 : a;
    }

参考自:

https://www.shadertoy.com/view/3slXDB

得到了这么一个效果:

再加入条带状的极光,这里使用了一个比较复杂的fbm来处理极光的颜色

代码语言:javascript复制
    float2x2 RotateMatrix(float a){
        float c = cos(a);
        float s = sin(a);
        return float2x2(c,s,-s,c);
    }

    float tri(float x){
        return clamp(abs(frac(x)-0.5),0.01,0.49);
    }

    float2 tri2(float2 p){
        return float2(tri(p.x) tri(p.y),tri(p.y tri(p.x)));
    }

    // 极光噪声
    float SurAuroraNoise(float2 pos)
    {
        float intensity=1.8;
        float size=2.5;
    	float rz = 0;
        pos = mul(RotateMatrix(pos.x*0.06),pos);
        float2 bp = pos;
    	for (int i=0; i<5; i  )
    	{
            float2 dg = tri2(bp*1.85)*.75;
            dg = mul(RotateMatrix(_Time.y*_AuroraSpeed),dg);
            pos -= dg/size;

            bp *= 1.3;
            size *= .45;
            intensity *= .42;
    		pos *= 1.21   (rz-1.0)*.02;

            rz  = tri(pos.x tri(pos.y))*intensity;
            pos = mul(-float2x2(0.95534, 0.29552, -0.29552, 0.95534),pos);
    	}
        return clamp(1.0/pow(rz*29., 1.3),0,0.55);
    }

参考自:

https://www.shadertoy.com/view/XtGGRt

可以得到这么一个噪声:

用另一个fbm获取极光的位置,再在基础位置上逐层做坐标变换与颜色计算:

代码语言:javascript复制
    float SurHash(float2 n){
         return frac(sin(dot(n, float2(12.9898, 4.1414))) * 43758.5453); 
    }

    float4 SurAurora(float3 pos,float3 ro)
    {
        float4 col = float4(0,0,0,0);
        float4 avgCol = float4(0,0,0,0);

        // 逐层
        for(int i=0;i<30;i  )
        {
            // 坐标
            float of = 0.006*SurHash(pos.xy)*smoothstep(0,15, i);       
            float pt = ((0.8 pow(i,1.4)*0.002)-ro.y)/(pos.y*2.0 0.8);
            pt -= of;
        	float3 bpos = ro   pt*pos;
            float2 p = bpos.zx;

            // 颜色
            float noise = SurAuroraNoise(p);
            float4 col2 = float4(0,0,0, noise);
            col2.rgb = (sin(1.0-float3(2.15,-.5, 1.2) i*_SurAuroraColFactor*0.1)*0.8 0.5)*noise;
            avgCol =  lerp(avgCol, col2, 0.5);
            col  = avgCol*exp2(-i*0.065 - 2.5)*smoothstep(0.,5., i);

        }

        col *= (clamp(pos.y*15. .4,0.,1.));

        return col*1.8;

    }

最终得到了这样的效果:

再给天空盒加上一层水面。这里用之前的云噪声做了二次利用,不过与之前不同的是,这里为了体现水面给噪声做了展平处理。

代码语言:javascript复制
        // 计算水面反射
        if(reflection == -1){
            // 水面波纹
            float c = dot(float3(0,1,0),i.texcoord.xyz);
            float3 pos = i.texcoord.xyz * (1.23 / c);
            float re = Cloudfbm(pos.xz * 0.5,1);

            skyCol.rgb *= (lerp(0.35,1.12,re) - 0.1) ;
            float4 reCol = fixed4(skyCol.rgb   re*0.085,re*0.05);
            skyCol = skyCol*(1 - reCol.a)   reCol * reCol.a;
            skyCol =_Color2 * p2 * 0.2;

        }

得到了这样的效果:

再顺便做个远景山脉:

代码语言:javascript复制
        // 远处山脉
        float mountain = Cloudfbm(fixed2(lerp(0,1,(i.texcoord.x 1)/2),0.412436) * 10,0);
        mountain = (smoothstep(0,(Cloudfbm(fixed2(lerp(0,1,(i.texcoord.x 1)/2),0.412436) * 10,0)),mountain)) * mountain *1.8 - _MountainHeight;

        float4 mountainCol = fixed4(_MountainColor.rgb,(abs(i.texcoord.y) < mountain * 0.15) ? 1 : 0);

大功告成!

完整代码如下:

代码语言:javascript复制
Shader "Aurora/AuroraSky"
{
    Properties
    {
        [Header(Sky Setting)]
        _Color1 ("Top Color", Color) = (1, 1, 1, 0)
        _Color2 ("Horizon Color", Color) = (1, 1, 1, 0)
        _Color3 ("Bottom Color", Color) = (1, 1, 1, 0)
        _Exponent1 ("Exponent Factor for Top Half", Float) = 1.0
        _Exponent2 ("Exponent Factor for Bottom Half", Float) = 1.0
        _Intensity ("Intensity Amplifier", Float) = 1.0


        [Header(Star Setting)]
        [HDR]_StarColor ("Star Color", Color) = (1,1,1,0)
        _StarIntensity("Star Intensity", Range(0,1)) = 0.5
        _StarSpeed("Star Speed", Range(0,1)) = 0.5

        [Header(Cloud Setting)]
        [HDR]_CloudColor ("Cloud Color", Color) = (1,1,1,0)
        _CloudIntensity("Cloud Intensity", Range(0,1)) = 0.5
        _CloudSpeed("CloudSpeed", Range(0,1)) = 0.5

        [Header(Aurora Setting)]
        [HDR]_AuroraColor ("Aurora Color", Color) = (1,1,1,0)
        _AuroraIntensity("Aurora Intensity", Range(0,1)) = 0.5
        _AuroraSpeed("AuroraSpeed", Range(0,1)) = 0.5
        _SurAuroraColFactor("Sur Aurora Color Factor", Range(0,1)) = 0.5

        [Header(Envirment Setting)]
        [HDR]_MountainColor ("Mountain Color", Color) = (1,1,1,0)
        _MountainFactor("Mountain Factor", Range(0,1)) = 0.5
        _MountainHeight("Mountain Height", Range(0,2)) = 0.5

    }

    CGINCLUDE

    #include "UnityCG.cginc"

    struct appdata
    {
        float4 position : POSITION;
        float3 texcoord : TEXCOORD0;
        float3 normal : NORMAL;
    };
    
    struct v2f
    {
        float4 position : SV_POSITION;
        float3 texcoord : TEXCOORD0;
        float3 normal : TEXCOORD1;
    };
    
    // 环境背景颜色
    half4 _Color1;
    half4 _Color2;
    half4 _Color3;
    half _Intensity;
    half _Exponent1;
    half _Exponent2;


    //星星 
    half4 _StarColor;
    half _StarIntensity;
    half _StarSpeed;

    // 云
    half4 _CloudColor;
    half _CloudIntensity;
    half _CloudSpeed;

    // 极光
    half4 _AuroraColor;
    half _AuroraIntensity;
    half _AuroraSpeed;
    half _SurAuroraColFactor;
    
    // 远景山
    half4 _MountainColor;
    float _MountainFactor;
    half _MountainHeight;


    
    v2f vert (appdata v)
    {
        v2f o;
        o.position = UnityObjectToClipPos (v.position);
        o.texcoord = v.texcoord;
        o.normal = v.normal;
        return o;
    }
    
    
    // 星空散列哈希
    float StarAuroraHash(float3 x) {
	    float3 p = float3(dot(x,float3(214.1 ,127.7,125.4)),
			        dot(x,float3(260.5,183.3,954.2)),
                    dot(x,float3(209.5,571.3,961.2)) );

	    return -0.001   _StarIntensity*frac(sin(p)*43758.5453123);
    }

    // 星空噪声
    float StarNoise(float3 st){
        // 卷动星空
        st  = float3(0,_Time.y*_StarSpeed,0);

        // fbm
        float3 i = floor(st);
        float3 f = frac(st);
    
	    float3 u = f*f*(3.0-1.0*f);

        return lerp(lerp(dot(StarAuroraHash( i   float3(0.0,0.0,0.0)), f - float3(0.0,0.0,0.0) ), 
                         dot(StarAuroraHash( i   float3(1.0,0.0,0.0)), f - float3(1.0,0.0,0.0) ), u.x),
                    lerp(dot(StarAuroraHash( i   float3(0.0,1.0,0.0)), f - float3(0.0,1.0,0.0) ), 
                         dot(StarAuroraHash( i   float3(1.0,1.0,0.0)), f - float3(1.0,1.0,0.0) ), u.y), u.z) ;
    }


    // 云散列哈希
    float CloudHash (float2 st) {
        return frac(sin(dot(st.xy,
                         float2(12.9898,78.233)))*
        43758.5453123);
    }

    // 云噪声
    float CloudNoise (float2 st,int flow) {
        // 云卷动
        st  = float2(0,_Time.y*_CloudSpeed*flow);

        float2 i = floor(st);
        float2 f = frac(st);

        float a = CloudHash(i);
        float b = CloudHash(i   float2(1.0, 0.0));
        float c = CloudHash(i   float2(0.0, 1.0));
        float d = CloudHash(i   float2(1.0, 1.0));

        float2 u = f * f * (3.0 - 2.0 * f);

        return lerp(a, b, u.x)  
                (c - a)* u.y * (1.0 - u.x)  
                (d - b) * u.x * u.y;
    }

    // 云分型
    float Cloudfbm (float2 st,int flow) {

        float value = 0.0;
        float amplitude = .5;
        float frequency = 0.;

        for (int i = 0; i < 6; i  ) {
            value  = amplitude * CloudNoise(st,flow);
            st *= 2.;
            amplitude *= .5;
        }
        return value;
    }



    //极光噪声
    float AuroraHash(float n ) { 
        return frac(sin(n)*758.5453); 
    }

    float AuroraNoise(float3 x)
    {
        float3 p = floor(x);
        float3 f = frac(x);
        float n = p.x   p.y*57.0   p.z*800.0;
        float res = lerp(lerp(lerp( AuroraHash(n   0.0), AuroraHash(n   1.0),f.x), lerp( AuroraHash(n  57.0), AuroraHash(n  58.0),f.x),f.y),
	    	    lerp(lerp( AuroraHash(n 800.0), AuroraHash(n 801.0),f.x), lerp( AuroraHash(n 857.0), AuroraHash(n 858.0),f.x),f.y),f.z);
        return res;
    }
    //极光分型
    float Aurorafbm(float3 p )
    {
        float f  = 0.50000*AuroraNoise( p ); 
        p *= 2.02;
        f  = 0.25000*AuroraNoise( p ); 
        p *= 2.03;
        f  = 0.12500*AuroraNoise( p ); 
        p *= 2.01;
        f  = 0.06250*AuroraNoise( p ); 
        p *= 2.04;
        f  = 0.03125*AuroraNoise( p );
        return f*1.032258;
    }
    float GetAurora(float3 p)
    {
    	p =Aurorafbm(float3(p.x,p.y,0.0)*0.5)*2.25;
    	float a = smoothstep(.0, .9, Aurorafbm(p*2.)*2.2-1.1);

    	return a<0.0 ? 0.0 : a;
    }


    /**************带状极光***************/

    // 旋转矩阵
    float2x2 RotateMatrix(float a){
        float c = cos(a);
        float s = sin(a);
        return float2x2(c,s,-s,c);
    }

    float tri(float x){
        return clamp(abs(frac(x)-0.5),0.01,0.49);
    }

    float2 tri2(float2 p){
        return float2(tri(p.x) tri(p.y),tri(p.y tri(p.x)));
    }

    // 极光噪声
    float SurAuroraNoise(float2 pos)
    {
        float intensity=1.8;
        float size=2.5;
    	float rz = 0;
        pos = mul(RotateMatrix(pos.x*0.06),pos);
        float2 bp = pos;
    	for (int i=0; i<5; i  )
    	{
            float2 dg = tri2(bp*1.85)*.75;
            dg = mul(RotateMatrix(_Time.y*_AuroraSpeed),dg);
            pos -= dg/size;

            bp *= 1.3;
            size *= .45;
            intensity *= .42;
    		pos *= 1.21   (rz-1.0)*.02;

            rz  = tri(pos.x tri(pos.y))*intensity;
            pos = mul(-float2x2(0.95534, 0.29552, -0.29552, 0.95534),pos);
    	}
        return clamp(1.0/pow(rz*29., 1.3),0,0.55);
    }

    float SurHash(float2 n){
         return frac(sin(dot(n, float2(12.9898, 4.1414))) * 43758.5453); 
    }

    float4 SurAurora(float3 pos,float3 ro)
    {
        float4 col = float4(0,0,0,0);
        float4 avgCol = float4(0,0,0,0);

        // 逐层
        for(int i=0;i<30;i  )
        {
            // 坐标
            float of = 0.006*SurHash(pos.xy)*smoothstep(0,15, i);       
            float pt = ((0.8 pow(i,1.4)*0.002)-ro.y)/(pos.y*2.0 0.8);
            pt -= of;
        	float3 bpos = ro   pt*pos;
            float2 p = bpos.zx;

            // 颜色
            float noise = SurAuroraNoise(p);
            float4 col2 = float4(0,0,0, noise);
            col2.rgb = (sin(1.0-float3(2.15,-.5, 1.2) i*_SurAuroraColFactor*0.1)*0.8 0.5)*noise;
            avgCol =  lerp(avgCol, col2, 0.5);
            col  = avgCol*exp2(-i*0.065 - 2.5)*smoothstep(0.,5., i);

        }

        col *= (clamp(pos.y*15. .4,0.,1.));

        return col*1.8;

    }


    half4 frag (v2f i) : COLOR
    {
        // return fixed4(SurAuroraNoise(i.texcoord.xy),SurAuroraNoise(i.texcoord.xy),SurAuroraNoise(i.texcoord.xy),1);
        // 底色
        float p = normalize(i.texcoord).y;
        float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1);
        float p3 = 1.0f - pow (min (1.0f, 1.0f   p), _Exponent2);
        float p2 = 1.0f - p1 - p3;
        int reflection = i.texcoord.y < 0 ? -1 : 1;

        // 云
        float cloud = Cloudfbm(fixed2(i.texcoord.x,i.texcoord.z) * 8,1);
        float4 cloudCol = float4(cloud * _CloudColor.rgb,cloud*0.8) * _CloudIntensity;

        // 星星
        float star  =StarNoise(fixed3(i.texcoord.x,i.texcoord.y * reflection,i.texcoord.z) * 64);
        float4 starOriCol = float4(_StarColor.r   3.25*sin(i.texcoord.x)   2.45 * (sin(_Time.y * _StarSpeed)   1)*0.5,
                                   _StarColor.g   3.85*sin(i.texcoord.y)   1.45 * (sin(_Time.y * _StarSpeed)   1)*0.5,
                                   _StarColor.b   3.45*sin(i.texcoord.z)   4.45 * (sin(_Time.y * _StarSpeed)   1)*0.5,
                                   _StarColor.a   3.85*star);
        star = star > 0.8 ? star:smoothstep(0.81,0.98,star);

        float4 starCol = fixed4((starOriCol * star).rgb,star);

        //带状极光
        float4 surAuroraCol = smoothstep(0.0,1.5,SurAurora(
                                                    float3(i.texcoord.x,abs(i.texcoord.y),i.texcoord.z),
                                                    float3(0,0,-6.7)
                                                    ))   (reflection-1)*-0.2*0.5;

        //极光
        float3 aurora = float3 (_AuroraColor.rgb  * GetAurora(float3(i.texcoord.xy*float2(1.2,1.0), _Time.y*_AuroraSpeed*0.22)) * 0.9   
                        _AuroraColor.rgb * GetAurora(float3(i.texcoord.xy*float2(1.0,0.7)  , _Time.y*_AuroraSpeed*0.27)) *  0.9  
                        _AuroraColor.rgb * GetAurora(float3(i.texcoord.xy*float2(0.8,0.6)  , _Time.y*_AuroraSpeed*0.29)) *  0.5  
                        _AuroraColor.rgb  * GetAurora(float3(i.texcoord.xy*float2(0.9,0.5)  , _Time.y*_AuroraSpeed*0.20)) *  0.57);
        float4 auroraCol = float4(aurora,0.1354);


        // 远处山脉
        float mountain = Cloudfbm(fixed2(lerp(0,1,(i.texcoord.x 1)/2),0.412436) * 10,0);
        mountain = (smoothstep(0,(Cloudfbm(fixed2(lerp(0,1,(i.texcoord.x 1)/2),0.412436) * 10,0)),mountain)) * mountain *1.8 - _MountainHeight;

        float4 mountainCol = fixed4(_MountainColor.rgb,(abs(i.texcoord.y) < mountain * 0.15) ? 1 : 0);

        

        //混合
        float4 skyCol = (_Color1 * p1   _Color2 * p2   _Color3 * p3) * _Intensity;
        starCol = reflection==1?starCol:starCol*0.5;
        skyCol = skyCol*(1 - starCol.a)   starCol * starCol.a;
        skyCol = skyCol*(1 - cloudCol.a)   cloudCol * cloudCol.a;
        skyCol = skyCol*(1 - surAuroraCol.a)   surAuroraCol * surAuroraCol.a;
        skyCol = skyCol*(1 - auroraCol.a)   auroraCol * auroraCol.a;
        skyCol = skyCol*(1 - mountainCol.a)   mountainCol * mountainCol.a;

        // 计算水面反射
        if(reflection == -1){
            // 水面波纹
            float c = dot(float3(0,1,0),i.texcoord.xyz);
            float3 pos = i.texcoord.xyz * (1.23 / c);
            float re = Cloudfbm(pos.xz * 0.5,1);

            skyCol.rgb *= (lerp(0.35,1.12,re) - 0.1) ;
            float4 reCol = fixed4(skyCol.rgb   re*0.085,re*0.05);
            skyCol = skyCol*(1 - reCol.a)   reCol * reCol.a;
            skyCol =_Color2 * p2 * 0.2;

        }


        return skyCol;

    }

    ENDCG

    SubShader
    {
        Tags { "RenderType"="Background" "Queue"="Background" }
        Pass
        {
            ZWrite Off
            Cull Off
            Fog { Mode Off }
            CGPROGRAM
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma vertex vert
            #pragma fragment frag
            ENDCG
        }
    } 
}

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