Unity中Shader观察空间推导(在Shader中实现)

发布时间:2023年12月23日


前言

在上篇文章中,我们是实现了Shader中的观察空间推导。

我们在这篇文章中,根据上篇文章的推导,在Shader中实现观察空间矩阵的推导。


一、观察空间矩阵推导

  • Pview = [Wview] * Pworld

  • Pview = [Vworld]-1 * Pworld

  • Pview = [Vworld]T * Pworld

  • 在属性面板定义测试使用到的 摄像机坐标 和 测试顶点坐标

_ViewPos(“View Pos”,vector) = (0,0,0,0)
_ViewTarget(“View Target”,vector) = (0,0,0,0)

1、求观察空间基向量

  • Z坐标轴基向量

float3 ViewZ = normalize(_ViewPos - _ViewTarget);

  • 假设Y坐标轴基向量为(0,1,0)

float3 ViewY = float3(0,1,0);

  • 求 X 坐标基向量

float3 ViewX = cross(ViewZ,ViewY);

  • 求 Y 坐标基向量

ViewY = cross(ViewX,ViewZ);

2、求观察空间的基向量在世界空间中的矩阵 的 逆矩阵

在这里插入图片描述

float4x4 M_viewTemp = float4x4
(
ViewX.x,ViewX.y,ViewX.z,0,
ViewY.x,ViewY.y,ViewY.z,0,
ViewZ.x,ViewZ.y,ViewZ.z,0,
0,0,0,1
);

2、求平移变换矩阵

1 0 0 ? T ? x ? 0 1 0 ? T ? y ? 0 0 1 ? T ? z ? 0 0 0 1 \begin{matrix} 1&0&0&-T~x~\\ 0&1&0&-T~y~\\ 0&0&1&-T~z~\\ 0&0&0&1\\ \end{matrix} 1000?0100?0010??T?x??T?y??T?z?1?

float4x4 M_viewTranslate = float4x4
(
1,0,0,-_ViewPos.x,
0,1,0,-_ViewPos.y,
0,0,1,-_ViewPos.z,
0,0,0,1
);

3、相乘得出 观察空间转化矩阵

float4x4 M_view = mul(M_viewTemp,M_viewTranslate);

4、得到顶点的世界空间坐标,然后转化到观察空间

float3 vertexWS = TransformObjectToWorld(v.vertexOS);
float3 vertexVS = mul(M_view,float4(vertexWS,1));

5、把观察空间坐标转化为齐次裁剪坐标输出到屏幕

o.vertexCS = TransformWViewToHClip(vertexVS);


二、最终效果

1、这是我们用默认Shader,在该摄像机坐标下的游戏界面

在这里插入图片描述

2、使用我们的Shader,并且给我们的ViewPos赋值为摄像机坐标

请添加图片描述

3、最终代码

//平移变换
//缩放变换
//旋转变换(四维)
Shader "MyShader/URP/P3_6_5"
{
    Properties
    {
        _Translate("Translate(XYZ)",Vector) = (0,0,0,0)
        _Scale("Scale(XYZ)",Vector)= (1,1,1,1)
        _Rotation("Rotation(XYZ)",Vector) = (0,0,0,0)
        [Header(View)]
        _ViewPos("View Pos",vector) = (0,0,0,0)
        _ViewTarget("View Target",vector) = (0,0,0,0)
    }
    SubShader
    {
        Tags
        {
            "PenderPipeline"="UniversalPipeline"
            "RenderType"="Opaque"
            "Queue"="Geometry"
        }
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            struct Attribute
            {
                float4 vertexOS : POSITION;
            };

            struct Varying
            {
                float4 vertexCS : SV_POSITION;
            };

            CBUFFER_START(UnityPerMaterial)
            float4 _Translate;
            float4 _Scale;
            float4 _Rotation;
            float4 _ViewPos;
            float4 _ViewTarget;
            CBUFFER_END
            Varying vert (Attribute v)
            {
                Varying o;
                //平移变换
                float4x4 M_Translate = float4x4
                    (
                    1,0,0,_Translate.x,
                    0,1,0,_Translate.y,
                    0,0,1,_Translate.z,
                    0,0,0,1
                    );
                v.vertexOS = mul(M_Translate,v.vertexOS);
                //缩放交换
                float4x4 M_Scale = float4x4
                    (
                    _Scale.x,0,0,0,
                    0,_Scale.y,0,0,
                    0,0,_Scale.z,0,
                    0,0,0,1
                    );
                v.vertexOS = mul(M_Scale,v.vertexOS);
                //旋转变换
                float4x4 M_rotateX = float4x4
                    (
                    1,0,0,0,
                    0,cos(_Rotation.x),sin(_Rotation.x),0,
                    0,-sin(_Rotation.x),cos(_Rotation.x),0,
                    0,0,0,1
                    );
                float4x4 M_rotateY = float4x4
                    (
                    cos(_Rotation.y),0,sin(_Rotation.y),0,
                    0,1,0,0,
                    -sin(_Rotation.y),0,cos(_Rotation.y),0,
                    0,0,0,1
                    );
                float4x4 M_rotateZ = float4x4
                    (
                        cos(_Rotation.z),sin(_Rotation.z),0,0,
                        -sin(_Rotation.z),cos(_Rotation.z),0,0,
                        0,0,1,0,
                        0,0,0,1
                    );
                v.vertexOS = mul(M_rotateX,v.vertexOS);
                v.vertexOS = mul(M_rotateY,v.vertexOS);
                v.vertexOS = mul(M_rotateZ,v.vertexOS);

                //观察空间矩阵推导
                //P_view = [W_view] * P_world
                //P_view = [V_world]^-1 * P_world
                //P_view = [V_world]^T * P_world
                float3 ViewZ = normalize(_ViewPos - _ViewTarget);
                float3 ViewY = float3(0,1,0);
                float3 ViewX = cross(ViewZ,ViewY);
                ViewY = cross(ViewX,ViewZ);

                float4x4 M_viewTemp = float4x4
                    (
                        ViewX.x,ViewX.y,ViewX.z,0,
                        ViewY.x,ViewY.y,ViewY.z,0,
                        ViewZ.x,ViewZ.y,ViewZ.z,0,
                        0,0,0,1
                    );

                float4x4 M_viewTranslate = float4x4
                    (
                        1,0,0,-_ViewPos.x,
                        0,1,0,-_ViewPos.y,
                        0,0,1,-_ViewPos.z,
                        0,0,0,1
                    );

                float4x4 M_view = mul(M_viewTemp,M_viewTranslate);

                float3 vertexWS = TransformObjectToWorld(v.vertexOS);
                float3 vertexVS = mul(M_view,float4(vertexWS,1));
                
                o.vertexCS = TransformWViewToHClip(vertexVS);
                
                //o.vertexCS = TransformObjectToHClip(v.vertexOS.xyz);
                return o;
            }

            half4 frag (Varying i) : SV_Target
            {
                return 1;
            }
            ENDHLSL
        }
    }
}

文章来源:https://blog.csdn.net/qq_51603875/article/details/135171672
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