项目场景需求一个遍布鲜花的小岛,由于运行在手机上,所以对效率有一定的要求。
环境unity2017.3.f1,使用simpleLOD这个插件,方便做mesh合并,以及LOD处理
先放1张最终的效果图。

1.shader编写
先找来一个花的模型,贴图模型大致如下:

shader采用双面渲染,VS阶段做一个顶点运动。大致思路是花越靠近地面的,摇晃幅度越小,反之幅度越大。这个高度可以用定点坐标来做,不过要兼容静态烘焙,或者地面不平等情况,无法获取准确高度。我这里采用UV的思路(美术保证草的根在贴图底部)。
代码如下
Shader "custom/2-sided_grass" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 10)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Direction("Direction",Vector) =(0,0,0,0) //运动的方向 _TimeScale("TimeScale",float) = 1 //时间 _TimeDelay("TimeDelay",float) = 1 //延迟 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 400 Cull Back CGPROGRAM #pragma surface surf BlinnPhong alphatest:_Cutoff vertex:vert #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; fixed4 _Direction; half _TimeScale; half _TimeDelay; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void vert(inout appdata_full v) { fixed4 worldPos = mul(unity_ObjectToWorld,v.vertex); half dis = v.texcoord.y; //这里采用UV的高度来做。也可以用v.vertext.y half time = (_Time.y + _TimeDelay) * _TimeScale; v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 2 / 3) + 0.3)* _Direction.xyz; //核心,动态顶点变换 } void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.rgb * _Color.rgb; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG Cull Front CGPROGRAM #pragma surface surf BlinnPhong alphatest:_Cutoff vertex:vert #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; fixed4 _Direction; half _TimeScale; half _TimeDelay; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void vert(inout appdata_full v) { fixed4 worldPos = mul(unity_ObjectToWorld,v.vertex); half dis = v.texcoord.y; half time = (_Time.y + _TimeDelay) * _TimeScale; v.vertex.xyz += dis * (sin(time + worldPos.x) * cos(time * 2 / 3) + 0.3) * _Direction.xyz ; //核心,动态顶点变换 } void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.rgb * _Color.rgb; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = -UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Cutout/VertexLit" }
2.简单的笔刷
能够在场景里面编辑。能够调整大小,草密度,随机大小,绕Y轴旋转等,我们写一个简单的管理脚本,也方便做Mesh合并以及LOD。GrassGroup代码如下
using System.Collections; using System.Collections.Generic; using UnityEngine; public class GrassGroup : MonoBehaviour { [Tooltip("是否打开编辑")] public bool editorMode = false; [Tooltip("预制体")] public GameObject grassPrefab = null; [Tooltip("地形")] public Terrain terrain = null; [Tooltip("随机朝向")] public bool roodomRotationY = true; [Tooltip("随时缩放最小值")] public float minScale = 1; [Tooltip("随时缩放最小值")] public float maxScale = 1; [Tooltip("半径")] [HideInInspector] public float radius = 1; [Tooltip("数量")] [HideInInspector] public int count = 1; // Use this for initialization void Start () { editorMode = false; } /// <summary> /// 生成子草 /// </summary> /// <param name="postion"></param> public void AddGrassNode(Vector3 postion) { if (grassPrefab == null) { Debug.LogError("草预制件不能为空!!!!!"); return; } if (terrain == null) { Debug.LogError("地形不能为空!!!!!"); return; } for (int i = 0;i<count; i++) { GameObject go = GameObject.Instantiate(grassPrefab); go.transform.SetParent(transform); Vector2 p = Random.insideUnitCircle * radius;//将位置设置为一个半径为radius中心点在原点的圆圈内的某个点X. Vector2 pos2 = p.normalized * (p.magnitude); Vector3 pos3 = new Vector3(pos2.x, 0, pos2.y) + postion; float y = terrain.SampleHeight(pos3); Vector3 pos = new Vector3(pos3.x ,y, pos3.z); go.transform.position = pos; if (roodomRotationY) go.transform.Rotate(new Vector3(0, 0, 1),Random.Range(0,360) ); float scale = Random.Range(minScale, maxScale); go.transform.localScale = new Vector3(scale, scale, scale); go.name = "grass_" + transform.childCount.ToString(); } } }
Editor代码,简单写了下(注:HeGizmosCircle 是一个画圆的代码,稍微修改了下,网上找的https://www.cnblogs.com/TravelingLight/archive/2013/08/27/3286242.html)
using UnityEngine; using UnityEditor; [CustomEditor(typeof(GrassGroup))] public class GrassGroup_Inspector : Editor { private GrassGroup grassGroup = null; private float m_Theta = 0.1f; // 值越低圆环越平滑 private Color m_Color = Color.blue; // 线框颜色 private HeGizmosCircle heGizmosCircle = null; void OnEnable() { grassGroup = target as GrassGroup; if (heGizmosCircle == null) heGizmosCircle = GameObject.FindWithTag("HeGizmosCircle").GetComponent<HeGizmosCircle>(); } void OnDisable() { if (heGizmosCircle != null) { heGizmosCircle.SetEnable(grassGroup.editorMode); } } public override void OnInspectorGUI() { base.OnInspectorGUI(); GUILayout.BeginHorizontal(); GUILayout.Label("radius(半径):" + grassGroup.radius.ToString()); grassGroup.radius = GUILayout.HorizontalSlider(grassGroup.radius, 0, 10, null); if (heGizmosCircle != null) heGizmosCircle.m_Radius = grassGroup.radius; GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("count(数量):" + grassGroup.count.ToString()); grassGroup.count = System.Convert.ToInt32(GUILayout.HorizontalSlider(grassGroup.count, 1, 100, null)); GUILayout.EndHorizontal(); } [MenuItem("地图编辑/创建GrassGroup")] static void CreateGrassGroup() { GameObject go = new GameObject("GrassGroup"); GrassGroup group = go.AddComponent<GrassGroup>(); go.transform.position = Vector3.zero; } public void OnSceneGUI() { if (grassGroup ==null || !grassGroup.editorMode) return; if (grassGroup.editorMode) { Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, 1 << 8)) { heGizmosCircle.transform.position = hitInfo.point + new Vector3(0,0.2f,0); if (Event.current.type == EventType.MouseDown) { grassGroup.AddGrassNode(hitInfo.point); } } } } }
3.地图编辑以及合并mesh.
代码基本写完了,大致如下

勾上EditorMode即可在场景中编辑

使用SimpleLOD合并mesh,分组做LOD(我这里没做LOD,面有点多)。
看看最后shader参数,以及DrawCall等效率

这张去掉地形,只有天空盒子,花

面有点高,可以分组做LOD
