1.基本Voronoi算法
1.在空间中摆放众多的样本点 points 2.对空间中的每个像素pixel,计算pixel到points的最短距离 minDist 3.根据minDist进行着色
伪代码:
float3[] points = AllocMemory();
UpdatePointPosition(points);
foreach pixel in pixels do
float minDist = MAX_DIST;//100000
float minPoint = 0;
foreach point in points do
flaot dist = Distance(pixel,point);
if(dist < minDist)
minDist = dist;
minPoint = point;
return CalcColor(minDist,minPoint);
时间复杂度为O(n^2)
2.Voronoi算法优化:
将空间grid化,让后对每一个grid,分配point 数据
在2D版本中,其实只需要对9个格子计算,就可以得到最短距离
时间复杂度为O(n)
伪代码:
float3[] points = AllocMemory();
UpdatePointPosition(points);
foreach pixel in pixels do
float minDist = MAX_DIST;//100000
float minPoint = 0;
Point[9] beiborPoints = GetNeiborGridPoints();
foreach point in beiborPoints do
flaot dist = Distance(pixel,point);
if(dist < minDist)
minDist = dist;
minPoint = point;
return CalcColor(minDist,minPoint);
3.算法拓展:
1.将最短距离改为第二短距离,第三短距离 … 不同的条件可以得到不同的效果
2.如上图voronoi得到的效果是晶格化,那么我们可以计算每个点到这些晶格化的“边”的最短距离,然后利用 这个结果进行着色会有不同的效果。
3.将这个2D算法扩散到3D版本,不过周边的格子由9变为27
4.更多信息可以参考
我的这篇关于Caustic效果的实现
The Book of Shaders
iq大神的blog1 blog2
5.unity shader源码
// create by JiepengTan
// https://github.com/JiepengTan/FishManShaderTutorial2018-04-12 email: jiepengtan@gmail.com
Shader "FishManShaderTutorial/Voronoi"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TileNum ("TileNum", float) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _TileNum ;
#define HASHSCALE3 float3(.1031, .1030, .0973)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float2 hash22(float2 p)
{
float3 p3 = frac(float3(p.xyx) * HASHSCALE3);
p3 += dot(p3, p3.yzx+19.19);
return frac((p3.xx+p3.yz)*p3.zy);
}
float wnoise(float2 p,float time) {
float2 n = floor(p);
float2 f = frac(p);
float md = 5.0;
float2 m = float2(0.,0.);
for (int i = -1;i<=1;i++) {
for (int j = -1;j<=1;j++) {
float2 g = float2(i, j);
float2 o = hash22(n+g);
o = 0.5+0.5*sin(time+6.28*o);
float2 r = g + o - f;
float d = dot(r, r);
if (d<md) {
md = d;
m = n+g+o;
}
}
}
return md;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = _TileNum * i.uv;
float time = _Time.y;
float val = wnoise(uv,time);
return float4(val,val,val,1.0);
}
ENDCG
}
}
}