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BoneAnimationShader.shader
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Shader "Custom/BoneAnimationShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_AnimTex("Animation", 2D) = "black" {}
_BoneCount("Bone Count", int) = 50
_FrameCount("Frame Count", int) = 50
_FrameRate("Frame Rate",int) = 30
//_Interval("Interval", Range(0.001, 1)) = 0.03333
[KeywordEnum(UV2, UV3, UV4, UV5, UV6, UV7, UV8)]_IndexUV("Bone Index Channel", float) = 0
[KeywordEnum(UV2, UV3, UV4, UV5, UV6, UV7, UV8)]_WeightUV("Bone Weight Channel", float) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _WEIGHTUV_UV2 _WEIGHTUV_UV3
#pragma multi_compile _INDEXUV_UV2 _INDEXUV_UV3
#undef BONE_INPUT_WEIGHT_UV
#if _WEIGHTUV_UV2
#define BONE_INPUT_WEIGHT_UV float2 wuv : TEXCOORD1;
#elif _WEIGHTUV_UV3
#define BONE_INPUT_WEIGHT_UV float2 wuv : TEXCOORD2;
#endif
#undef BONE_INPUT_INDEX_UV
#if _INDEXUV_UV2
#define BONE_INPUT_INDEX_UV float2 iuv : TEXCOORD1;
#elif _INDEXUV_UV3
#define BONE_INPUT_INDEX_UV float2 iuv : TEXCOORD2;
#endif
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
BONE_INPUT_WEIGHT_UV
BONE_INPUT_INDEX_UV
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 line1 : TEXCOORD1;
float4 line2 : TEXCOORD2;
float4 line3 : TEXCOORD3;
float4 line4 : TEXCOORD4;
float4 uv_n_uv :TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AnimTex;
float4 _AnimTex_TexelSize;
float _BoneCount, _FrameCount;
//float _Interval;
float _FrameRate;
// 转换成图片空间下的uv
float2 uvConvert(float total)
{
float new_y = total * _AnimTex_TexelSize.x;
float new_x = floor(fmod(new_y, 1.0) * _AnimTex_TexelSize.z);
new_y = floor(new_y);
return float2(new_x, new_y);
}
float4 readInBoneTex(float total)
{
float2 newUv = uvConvert(total);
float2 animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
float r = DecodeFloatRGBA(tex2Dlod(_AnimTex, float4(animUv, 0, 0)));
newUv = uvConvert(total + 1);
animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
float g = DecodeFloatRGBA(tex2Dlod(_AnimTex, float4(animUv, 0, 0)));
newUv = uvConvert(total + 2);
animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
float b = DecodeFloatRGBA(tex2Dlod(_AnimTex, float4(animUv, 0, 0)));
newUv = uvConvert(total + 3);
animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
float a = DecodeFloatRGBA(tex2Dlod(_AnimTex, float4(animUv, 0, 0)));
return float4(r, g, b, a) * 100 - 50;
}
v2f vert(appdata v)
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// 计算y轴坐标(时间)
float y = _Time.y * _FrameRate;
y = floor(y - floor(y / _FrameCount) * _FrameCount);
// 拿回索引和权重
float2 index = v.iuv;
float2 weight = v.wuv;
float total = (y * _BoneCount + (int)(index.x)) * 12;
float4 line0 = readInBoneTex(total);
float4 line1 = readInBoneTex(total + 4);
float4 line2 = readInBoneTex(total + 8);
float4x4 mat1 = float4x4(line0, line1, line2, float4(0, 0, 0, 1));
total = (y * _BoneCount + (int)(index.y)) * 12;
line0 = readInBoneTex(total);
line1 = readInBoneTex(total + 4);
line2 = readInBoneTex(total + 8);
float4x4 mat2 = float4x4(line0, line1, line2, float4(0, 0, 0, 1));
float4 pos = mul(mat1, v.vertex) * weight.x + mul(mat2, v.vertex) * (1 - weight.x);
o.vertex = UnityObjectToClipPos(pos);
// 法线也如此操作
// o.worldNormal = UnityObjectToWorldNormal(mul(mat, float4(v.normal, 0)).xyz);
o.line1 = line0;
o.line2 = line1;
o.line3 = line2;
o.line4 = float4(0, 0, 0, 1);
o.uv_n_uv = tex2Dlod(_AnimTex, float4(0, 0, 0, 0));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}