在PostImage中常常會用到物體自己的位置信息,可是Image Effect自身是不包含這些信息的,由於屏幕後處實際上是使用特定的材質渲染一個恰好填滿屏幕的四邊形面片(四個角對應近剪裁面的四個角)。這篇文章主要介紹幾種在Image Effct shader中還原世界座標的方式。這個問題在《Shader入門精要》中也作了描述,這裏可能偏重於我的的一些疑惑。html
這篇文章相關的兩外兩篇文章:
Unity Shader 基礎(3) 獲取深度紋理
Unity Shader 基礎(2) Image Effectgit
雖然在Image Effect中沒有實際的頂點信息,可是帶有紋理uv'座標信息以及得到深度信息,根據UV信息能夠得知NDC下xy座標,即:
\[x_{ndc} = 2 * uv.x -1 \\ y_{ndc} = 2 * uv.y - 1\]
在加上經過深度紋理或者深度法線紋理,能夠得到NDC下深度信息,從而能夠計算出世界座標。
\[P_world = {M_{view}}^{-1} * {M_{projection}}^{-1} * P_{ndc}\]
詳情可能夠參考:Unity Answer:Reconstructing world pos from depth 以及GPU Gem3 :Chapter 27. Motion Blur as a Post-Processing Effect
Pixel shader代碼*,逆矩陣須要從C#中傳遞過來:github
fixed4 frag(uoutput o) : COLOR { fixed4 col = tex2D(_MainTex, o.uv); float depth = UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, o.uv_depth)); float4 ndcPos = float4(o.uv.x* 2 - 1 ,o.uv.y * 2 - 1 ,depth , 1); //_Matrix_vp_inverse外部傳遞,具體爲: //Matrix4x4 temp = mCam.projectionMatrix * mCam.worldToCameraMatrix; //temp = temp.inverse; //mMat.SetMatrix("_Matrix_vp_inverse", temp); float4 worldHPos = mul(_Matrix_vp_inverse,ndcPos); float4 worldPos = worldHPos / worldHPos.w; float dis = length(worldPos.xyz); float3 worldPos2 = worldPos.xyz/dis; worldPos2 = worldPos2 * 0.5 + 0.5; return fixed4(worldPos2,1); }
理解一下兩點:ide
取其中一個射線:
根據圖中比例關係:
\[\frac{YellowL}{YellowL + GreenL} = \frac{\vec{BlackV}}{\vec{BlackV} + \vec{BlueV}}\]
由於\(YellowL + GreenL = 1\) , 因此:
\[ \vec{BlackV} = YellowL * ({\vec{BlackV} + \vec{BlueV}} )\]
其中YellowL爲DepthMap中01空間數值,${\vec{BlackV} + \vec{BlueV}} \(爲遠剪裁面四角向量插值後向量\)\vec{interpolatedRay}$。
\[wPos = camWPos + \vec{BlackV} = camWPos + YellowL * \vec{interpolatedRay} \]測試
實現過程當中:Vertex Shader中計算射線向量,Pixel shader中插值計算結果ui
struct uoutput { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; float4 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float3 cameraToFarPlane : TEXCOORD3; }; uoutput far_ray_vert(uinput i) { uoutput o; o.pos = mul(UNITY_MATRIX_MVP, i.pos); //o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, i.uv); o.uv = i.uv ; o.uv_depth.xy = o.uv ; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv_depth.y = 1 - o.uv_depth.y; #endif // 計算遠剪裁面每一個角相對攝像機的向量 // Clip space X and Y coords float2 clipXY = o.pos.xy / o.pos.w; // Position of the far plane in clip space float4 farPlaneClip = float4(clipXY, 1, 1); // Homogeneous world position on the far plane farPlaneClip *= float4(1,_ProjectionParams.x,1,1); float4 farPlaneWorld4 = mul(_ClipToWorld, farPlaneClip); // World position on the far plane ????? float3 farPlaneWorld = farPlaneWorld4.xyz / farPlaneWorld4.w; // Vector from the camera to the far plane o.cameraToFarPlane = farPlaneWorld - _WorldSpaceCameraPos; return o; } fixed4 far_ray_frag(uoutput o) : COLOR { float linearDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, o.uv_depth)); float3 worldPos = _WorldSpaceCameraPos + linearDepth * o.cameraToFarPlane; //顏色輸出 float dis = length(worldPos.xyz); float3 worldPos2 = worldPos.xyz/dis; worldPos2 = worldPos2 * 0.5 + 0.5; return fixed4(worldPos2,1); }
C#代碼:spa
mMat.SetMatrix("_ClipToWorld", (mCam.cameraToWorldMatrix * mCam.projectionMatrix).inverse);
原理上上面相似,實際推導過程,能夠參考《Shader 入門精要》或者這裏, 代碼下載:下載3d
計算近近剪裁面四個角相對攝像機向量code
Matrix4x4 GetFrustumCorners() { Matrix4x4 frustumCorners = Matrix4x4.identity; Camera camera = mCam; Transform cameraTransform = mCam.gameObject.transform; float fov = camera.fieldOfView; float near = camera.nearClipPlane; float aspect = camera.aspect; float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); Vector3 toRight = cameraTransform.right * halfHeight * aspect; Vector3 toTop = cameraTransform.up * halfHeight; Vector3 topLeft = cameraTransform.forward * near + toTop - toRight; float scale = topLeft.magnitude / near; topLeft.Normalize(); topLeft *= scale; Vector3 topRight = cameraTransform.forward * near + toRight + toTop; topRight.Normalize(); topRight *= scale; Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight; bottomLeft.Normalize(); bottomLeft *= scale; Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop; bottomRight.Normalize(); bottomRight *= scale; frustumCorners.SetRow(0, bottomLeft); frustumCorners.SetRow(1, bottomRight); frustumCorners.SetRow(2, topRight); frustumCorners.SetRow(3, topLeft); return frustumCorners; } //設置 mMat.SetMatrix("_FrustumCornersWS", GetFrustumCorners());
Shaderorm
struct uinput { float4 pos : POSITION; half2 uv : TEXCOORD0; }; struct uoutput { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; float4 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 cameraToFarPlane : TEXCOORD3; }; uoutput near_ray_vert(uinput i) { uoutput o; o.pos = mul(UNITY_MATRIX_MVP, i.pos); o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, i.uv); o.uv = i.uv ; o.uv_depth.xy = o.uv ; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv_depth.y = 1 - o.uv_depth.y; #endif int index = 0; if (i.uv.x < 0.5 && i.uv.y < 0.5) { index = 0; } else if (i.uv.x > 0.5 && i.uv.y < 0.5) { index = 1; } else if (i.uv.x > 0.5 && i.uv.y > 0.5) { index = 2; } else { index = 3; } o.interpolatedRay = _FrustumCornersWS[(int)index]; return o; } fixed4 near_ray_frag(uoutput o) : COLOR { float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, o.uv_depth)); float3 worldPos = _WorldSpaceCameraPos + linearDepth * o.interpolatedRay.xyz; return WorldPosTo01(worldPos); float dis = length(worldPos.xyz); float3 worldPos2 = worldPos.xyz/dis; worldPos2 = worldPos2 * 0.5 + 0.5; return fixed4(worldPos2,1); }
上面的推到過程,參考到一些
文章源碼測試源碼下載:http://pan.baidu.com/s/1c2rHVf6