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最近在研究shader,此贴为中间副产品。需Ren'Py 7.4.5以上版本。
此贴中使用的shader代码来源为
ShaderToy-Seascape
我只是做了一点修改并移植到Ren'Py上。
首先是主体的shader代码(不要问我是怎么来的,问就是我也不懂):
[RenPy] 纯文本查看 复制代码 init python:
renpy.register_shader("shadertoy.Seascape", variables="""
uniform float u_time;
uniform vec2 u_model_size;
varying vec2 v_tex_coord;
""",
fragment_functions="""
const int NUM_STEPS = 8;
const float PI = 3.141592;
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.0,0.09,0.18);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6;
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
mat3 fromEuler(vec3 ang)
{
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash(vec2 p)
{
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise(in vec2 p)
{
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix(mix(hash(i + vec2(0.0,0.0)),
hash(i + vec2(1.0,0.0)), u.x),
mix(hash(i + vec2(0.0,1.0)),
hash(i + vec2(1.0,1.0)), u.x), u.y);
}
float diffuse(vec3 n,vec3 l,float p)
{
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s)
{
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
vec3 getSkyColor(vec3 e)
{
e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
}
float sea_octave(vec2 uv, float choppy)
{
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p, float time)
{
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float SEA_TIME = (1.0 + time * SEA_SPEED);
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m;
freq *= 1.9;
amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p, float time)
{
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float SEA_TIME = (1.0 + time * SEA_SPEED);
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++)
{
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m;
freq *= 1.9;
amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist)
{
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = pow(fresnel,3.0) * 0.5;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
vec3 getNormal(vec3 p, float eps, float time)
{
vec3 n;
n.y = map_detailed(p, time);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z), time) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps), time) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p, float time)
{
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx, time);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm, time);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++)
{
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p, time);
if(hmid < 0.0)
{
tx = tmid;
hx = hmid;
}
else
{
tm = tmid;
hm = hmid;
}
}
return tmid;
}
vec3 getPixel(in vec2 coord, float time, vec2 model_size)
{
vec2 uv = coord / model_size.xy;
uv = uv * 2.0 - 1.0;
uv.x *= model_size.x / model_size.y;
// ray
vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
vec3 ori = vec3(0.0,3.5,time*5.0);
vec3 dir = normalize(vec3(uv.xy,-2.0));
dir.z += length(uv) * 0.14;
dir = normalize(dir) * fromEuler(ang);
// tracing
float EPSILON_NRM = (0.1 / model_size.x);
vec3 p;
heightMapTracing(ori, dir, p, time);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM, time);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
return mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.02,dir.y),0.2));
}
""",
vertex_300="""
v_tex_coord = a_tex_coord;
""",
fragment_300="""
#define AA
float time = u_time * 0.3;
#ifdef AA
vec3 color = vec3(0.0);
for(int i = -1; i <= 1; i++)
{
for(int j = -1; j <= 1; j++) {
vec2 uv = gl_FragCoord.xy + vec2(i,j) / 3.0;
color += getPixel(uv, time, u_model_size);
}
}
color /= 9.0;
#else
vec3 color = getPixel(gl_FragCoord.xy, time, u_model_size);
#endif
gl_FragColor = vec4(pow(color,vec3(0.65)), 1.0);
""")
然后是在自定义可视组件中应用这个shader:
[RenPy] 纯文本查看 复制代码 init python:
class Seascape(renpy.Displayable):
def __init__(self, child, width, height, **kwargs):
super(Seascape, self).__init__(**kwargs)
self.child = renpy.displayable(child)
self.width = width
self.height = height
def render(self, width, height, st, at):
render = renpy.Render(self.width, self.height)
render.place(self.child)
render.add_shader("shadertoy.Seascape")
render.add_uniform("u_time", st)
render.add_uniform("u_model_size", (self.width, self.height))
renpy.redraw(self, 0)
return render
script.rpy中使用图像:
[RenPy] 纯文本查看 复制代码 image seascape = Seascape("texture", width = 1280, height = 720)
label main_menu:
return
label start:
show seascape
pause
注意这里使用一张名为“texture”的图片,图片内容是什么不重要,尺寸需要为1280×720(或者根据需求修改)。
这个海面效果很不错,可以媲美各种预渲染的视频。缺点是对显卡性能消耗极大……
运行时显卡状态
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