如何编写SceneKit着色器修改器以使效果溶解 [英] How to write a sceneKit shader modifier for a dissolve in effect
问题描述
我想为Scenekit游戏创建一个效果器.我一直在研究着色器修改器,因为它们似乎是最轻的,并且在复制此效果方面没有任何运气:
I'd like to build a dissolve in effect for a Scenekit game. I've been looking into shader modifiers since they seem to be the most light weight and haven't had any luck in replicating this effect:
是否可以使用着色器修改器来创建此效果? 您将如何实施?
Is it possible to use shader modifiers to create this effect? How would you go about implementing one?
推荐答案
使用片段着色器修改器可以非常接近预期的效果.基本方法如下:
You can get pretty close to the intended effect with a fragment shader modifier. The basic approach is as follows:
- 噪声纹理中的样本
- 如果噪声样本低于某个阈值(我称之为泄露"),则将其丢弃,使其完全透明
- 否则,如果片段靠近边缘,则用您喜欢的边缘颜色(或渐变)替换其颜色
- 应用绽放使边缘发光
这是执行此操作的着色器修改器代码:
Here's the shader modifier code for doing this:
#pragma arguments
float revealage;
texture2d<float, access::sample> noiseTexture;
#pragma transparent
#pragma body
const float edgeWidth = 0.02;
const float edgeBrightness = 2;
const float3 innerColor = float3(0.4, 0.8, 1);
const float3 outerColor = float3(0, 0.5, 1);
const float noiseScale = 3;
constexpr sampler noiseSampler(filter::linear, address::repeat);
float2 noiseCoords = noiseScale * _surface.ambientTexcoord;
float noiseValue = noiseTexture.sample(noiseSampler, noiseCoords).r;
if (noiseValue > revealage) {
discard_fragment();
}
float edgeDist = revealage - noiseValue;
if (edgeDist < edgeWidth) {
float t = edgeDist / edgeWidth;
float3 edgeColor = edgeBrightness * mix(outerColor, innerColor, t);
_output.color.rgb = edgeColor;
}
请注意,由于您可能希望为其设置动画,因此显示参数作为材料参数公开.还可以对其他内部常量(例如边缘宽度和噪点比例)进行微调,以使您的内容获得所需的效果.
Notice that the revealage parameter is exposed as a material parameter, since you might want to animate it. There are other internal constants, such as edge width and noise scale that can be fine-tuned to get the desired effect with your content.
不同的噪波纹理会产生不同的溶解效果,因此您也可以尝试一下.我只是使用了这个倍频程值噪声图像:
Different noise textures produce different dissolve effects, so you can experiment with that as well. I just used this multioctave value noise image:
将图像加载为UIImage
或NSImage
并将其设置在显示为noiseTexture
的材质属性上:
Load the image as a UIImage
or NSImage
and set it on the material property that gets exposed as noiseTexture
:
material.setValue(SCNMaterialProperty(contents: noiseImage), forKey: "noiseTexture")
您需要添加绽放作为后期处理,以获得发光的电子线效果.在SceneKit中,这就像启用HDR管道并设置一些参数一样简单:
You'll need to add bloom as a post-process to get that glowy, e-wire effect. In SceneKit, this is as simple as enabling the HDR pipeline and setting some parameters:
let camera = SCNCamera()
camera.wantsHDR = true
camera.bloomThreshold = 0.8
camera.bloomIntensity = 2
camera.bloomBlurRadius = 16.0
camera.wantsExposureAdaptation = false
所有数字参数可能都需要根据您的内容进行调整.
All of the numeric parameters will potentially need to be tuned to your content.
为了使内容整洁,我更喜欢将着色器修改器保留在自己的文本文件中(我将其命名为"dissolve.fragment.txt").这是加载一些修改器代码并将其附加到材料的方法.
To keep things tidy, I prefer to keep shader modifiers in their own text files (I named mine "dissolve.fragment.txt"). Here's how to load some modifier code and attach it to a material.
let modifierURL = Bundle.main.url(forResource: "dissolve.fragment", withExtension: "txt")!
let modifierString = try! String(contentsOf: modifierURL)
material.shaderModifiers = [
SCNShaderModifierEntryPoint.fragment : modifierString
]
最后,要设置效果动画,可以使用CABasicAnimation
并用SCNAnimation
包装:
And finally, to animate the effect, you can use a CABasicAnimation
wrapped with a SCNAnimation
:
let revealAnimation = CABasicAnimation(keyPath: "revealage")
revealAnimation.timingFunction = CAMediaTimingFunction(name: .linear)
revealAnimation.duration = 2.5
revealAnimation.fromValue = 0.0
revealAnimation.toValue = 1.0
let scnRevealAnimation = SCNAnimation(caAnimation: revealAnimation)
material.addAnimation(scnRevealAnimation, forKey: "Reveal")
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