1.实现原理
1.空间划分
2.SDF
2.源码
简单代码如下:
// create by JiepengTan
// https://github.com/JiepengTan/FishManShaderTutorial2018-04-14
// email: jiepengtan@gmail.com
Shader "FishManShaderTutorial/SDFBouncedBall" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
}
SubShader{
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define DEFAULT_MAT_COL
#define DEFAULT_PROCESS_FRAG
#define DEFAULT_RENDER
#include "ShaderLibs/Framework3D_DefaultRender.cginc"
float SdBounceBalls(float3 pos){
float SIZE = 2.;
float2 gridSize = float2(SIZE,SIZE);
//randval 让跳动随机化
float rv = Hash12( floor((pos.xz) / gridSize));
pos.xz = OpRep(pos.xz,gridSize);//空间划分
float bollSize = 0.1;
float bounceH = .5;
//SDF 构建球体
return SdSphere(pos- float3(0.,(bollSize+bounceH+sin(_Time.y*3.14 + rv*6.24)*bounceH),0.),bollSize);
}
float2 Map( in float3 pos )
{
float2 res = float2( SdPlane( pos), 1.0 ) ;
res = OpU( res, float2( SdBounceBalls( pos),1.) );
return res;
}
ENDCG
}//end pass
}//end SubShader
FallBack Off
}